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Comparing deliantra/server/common/item.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.26 by root, Mon Apr 23 18:09:57 2007 UTC

1/* 1/*
2 * static char *rcsid_item_c =
3 * "$Id: item.C,v 1.3 2006/09/03 00:18:40 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
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 2 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, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31#include <living.h> 27#include <living.h>
32#include <spells.h> 28#include <spells.h>
51 * may be better. 47 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 48 * 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 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
54 */ 50 */
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"body_range", "in your range slot", "in a human's range slot"}, 52 {"body_range", "in your range slot", "in a human's range slot"},
57{"body_arm", "on your arm", "on a human's arm"}, 53 {"body_arm", "on your arm", "on a human's arm"},
58{"body_torso", "on your body", "on a human's torso"}, 54 {"body_torso", "on your body", "on a human's torso"},
59{"body_head", "on your head", "on a human's head"}, 55 {"body_head", "on your head", "on a human's head"},
60{"body_neck", "around your neck", "around a humans neck"}, 56 {"body_neck", "around your neck", "around a humans neck"},
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {"body_skill", "in your skill slot", "in a human's skill slot"},
62{"body_finger", "on your finger", "on a human's finger"}, 58 {"body_finger", "on your finger", "on a human's finger"} ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 59 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"}, 60 {"body_foot", "on your feet", "on a human's feet"},
65{"body_hand", "on your hands", "on a human's hands"}, 61 {"body_hand", "on your hands", "on a human's hands"},
66{"body_wrist", "around your wrists", "around a human's wrist"}, 62 {"body_wrist", "around your wrists", "around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"}, 63 {"body_waist", "around your waist", "around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 64/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 65};
71 66
72static char numbers[21][20] = { 67static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 69 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 70 "eighteen", "nineteen", "twenty"
76}; 71};
77 72
78static char numbers_10[10][20] = { 73static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 74 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 75 "eighty", "ninety"
81}; 76};
82 77
83static char levelnumbers[21][20] = { 78static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 79 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 80 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 81 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 82 "nineteen", "twentieth"
88}; 83};
89 84
90static char levelnumbers_10[11][20] = { 85static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 86 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 87 "seventieth", "eightieth", "ninetieth"
93}; 88};
94 89
95/* The following is a large table of item types, the fields are: 90/* 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 91 * 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 92 * 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 93 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 94 * define.h
100 */ 95 */
101static const typedata item_types[] = { 96static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 97 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 98 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 99 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 110 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 111 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 112 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 113 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 114 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 115 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 116 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 117 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 118 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 119 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 120 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 121 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 122 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 123 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 124 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 125 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 126 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 127 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 128 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 139 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 140 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 141 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 142 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 143 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 144 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 145 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 146 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 147 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 148 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 149 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 150 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 151 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 152 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 153 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 154 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 155 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 156 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 157 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {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}, 164 {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}, 165 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 173 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 175 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 176 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 178 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 183 {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}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 189 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 190 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 191 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 192 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 193 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 194 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 195 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 196 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 197 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 198 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 199 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 200 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 201 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 202 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 203 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 204 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 205 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 206 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 207};
223 208
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 209const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 210
226materialtype_t *materialt; 211materialtype_t *materialt;
227 212
228/* 213/*
229materialtype material[NROFMATERIALS] = { 214materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 241 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 242 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 243 * custom objects can use whatever they want.
259 */ 244 */
260static int enc_to_item_power[21] = { 245static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 246 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 247 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 248 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 249 30, 35, 40, 45, 50 /* 20 */
265}; 250};
266 251
252int
267int get_power_from_ench(int ench) 253get_power_from_ench (int ench)
268{ 254{
269 if (ench < 0) ench = 0; 255 if (ench < 0)
270 if (ench > 20) ench = 20; 256 ench = 0;
257 if (ench > 20)
258 ench = 20;
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 += get_attr_value (&op->stats, 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);
342 347
343} 348}
344 349
345/* returns the typedata that has a number equal to itemtype, if there 350/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
347 352
348const typedata *get_typedata(int itemtype) { 353const typedata *
354get_typedata (int itemtype)
355{
349 int i; 356 int i;
357
350 for (i=0;i<item_types_size;i++) 358 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 359 if (item_types[i].number == itemtype)
360 return &item_types[i];
352 return NULL; 361 return NULL;
353} 362}
354 363
355/* returns the typedata that has a name equal to itemtype, if there 364/* 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 365 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 366 * one return NULL */
358 367
368const typedata *
359const typedata *get_typedata_by_name(const char *name) { 369get_typedata_by_name (const char *name)
370{
360 int i; 371 int i;
372
361 for (i=0;i<item_types_size;i++) 373 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 374 if (!strcmp (item_types[i].name, name))
375 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 376 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 377 if (!strcmp (item_types[i].name_pl, name))
378 {
365 LOG(llevInfo, 379 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
367 name, item_types[i].name);
368 return &item_types[i]; 381 return &item_types[i];
369 } 382 }
370 return NULL; 383 return NULL;
371} 384}
385
372/* describe_resistance generates the visible naming for resistances. 386/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 387 * returns a static array of the description. This can return
374 * a big buffer. 388 * a big buffer.
375 * if newline is true, we don't put parens around the description 389 * 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 390 * but do put a newline at the end. Useful when dumping to files
377 */ 391 */
392const char *
378char *describe_resistance(const object *op, int newline) 393describe_resistance (const object *op, int newline)
379{ 394{
380 static char buf[VERY_BIG_BUF]; 395 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 396 char buf1[VERY_BIG_BUF];
382 int tmpvar; 397 int tmpvar;
383 398
384 buf[0]=0; 399 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 400 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
401 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 402 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
403 {
387 if (!newline) 404 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 405 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 406 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 407 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 408
392 strcat(buf, buf1); 409 strcat (buf, buf1);
393 } 410 }
394 } 411 }
395 return buf; 412 return buf;
396} 413}
397 414
398 415
399/* 416/*
400 * query_weight(object) returns a character pointer to a static buffer 417 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 418 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 419 * The buffer will be overwritten by the next call to query_weight().
403 */ 420 */
404 421const char *
405char *query_weight(const object *op) { 422query_weight (const object *op)
423{
406 static char buf[10]; 424 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 426
409 if(op->weight<0) 427 if (op->weight < 0)
410 return " "; 428 return " ";
429
411 if(i%1000) 430 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 431 sprintf (buf, "%6.1f", i / 1000.0);
413 else 432 else
414 sprintf(buf,"%4d ",i/1000); 433 sprintf (buf, "%4d ", i / 1000);
434
415 return buf; 435 return buf;
416} 436}
417 437
418/* 438/*
419 * Returns the pointer to a static buffer containing 439 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 440 * the number requested (of the form first, second, third...)
421 */ 441 */
422 442const char *
423char *get_levelnumber(int i) { 443get_levelnumber (int i)
444{
424 static char buf[MAX_BUF]; 445 static char buf[MAX_BUF];
446
425 if (i > 99) { 447 if (i > 99)
448 {
426 sprintf(buf, "%d.", i); 449 sprintf (buf, "%d.", i);
427 return buf; 450 return buf;
428 } 451 }
452
429 if(i < 21) 453 if (i < 21)
430 return levelnumbers[i]; 454 return levelnumbers[i];
431 if(!(i%10)) 455 if (!(i % 10))
432 return levelnumbers_10[i/10]; 456 return levelnumbers_10[i / 10];
457
433 strcpy(buf, numbers_10[i/10]); 458 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 459 strcat (buf, levelnumbers[i % 10]);
435 return buf; 460 return buf;
436} 461}
437
438 462
439/* 463/*
440 * get_number(integer) returns the text-representation of the given number 464 * get_number(integer) returns the text-representation of the given number
441 * in a static buffer. The buffer might be overwritten at the next 465 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 466 * call to get_number().
443 * It is currently only used by the query_name() function. 467 * It is currently only used by the query_name() function.
444 */ 468 */
445 469const char *
446char *get_number(int i) { 470get_number (int i)
471{
447 if(i<=20) 472 if (i <= 20)
448 return numbers[i]; 473 return numbers[i];
449 else { 474 else
475 {
450 static char buf[MAX_BUF]; 476 static char buf[MAX_BUF];
477
451 sprintf(buf,"%d",i); 478 sprintf (buf, "%d", i);
452 return buf; 479 return buf;
453 } 480 }
454} 481}
455 482
456/* 483/*
457 * Returns pointer to static buffer containing ring's or amulet's 484 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 485 * abilities
460 * if describle_item() would be called to get this information and 487 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 488 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 489 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 490 * client handle names.
464 */ 491 */
492
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 493/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 494 * from stats.sp - b.t.
467 */ 495 */
496const char *
468char *ring_desc (const object *op) 497ring_desc (const object *op)
469{ 498{
470 static char buf[VERY_BIG_BUF]; 499 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 500 int attr, val, len;
472 501
473 buf[0] = 0; 502 buf[0] = 0;
474 503
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
476 return buf;
477
478 for (attr=0; attr<NUM_STATS; attr++) {
479 if ((val=get_attr_value(&(op->stats),attr))!=0) {
480 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
481 }
482 }
483 if(op->stats.exp)
484 sprintf(buf+strlen(buf), "(speed %+lld)", (long long)op->stats.exp);
485 if(op->stats.wc)
486 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 if(op->stats.dam)
488 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 if(op->stats.ac)
490 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491
492 strcat(buf,describe_resistance(op, 0));
493
494 if (op->stats.food != 0)
495 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
496 /* else if (op->stats.food < 0)
497 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
498 if(op->stats.grace)
499 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 if(op->stats.sp && op->type!=SKILL)
501 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 if(op->stats.hp)
503 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 if(op->stats.luck)
505 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 strcat(buf,"(lifesaving)");
508 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 strcat(buf,"(reflect spells)");
510 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 strcat(buf,"(reflect missiles)");
512 if(QUERY_FLAG(op,FLAG_STEALTH))
513 strcat(buf,"(stealth)");
514 /* Shorten some of the names, so they appear better in the windows */
515 len=strlen(buf);
516 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519
520 /* if(op->item_power)
521 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
522 */
523 if(buf[0] == 0 && op->type!=SKILL)
524 strcpy(buf,"of adornment");
525
526
527 return buf; 505 return buf;
506
507 for (attr = 0; attr < NUM_STATS; attr++)
508 {
509 if ((val = get_attr_value (&(op->stats), attr)) != 0)
510 {
511 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
512 }
513 }
514 if (op->stats.exp)
515 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
516 if (op->stats.wc)
517 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
518 if (op->stats.dam)
519 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
520 if (op->stats.ac)
521 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
522
523 strcat (buf, describe_resistance (op, 0));
524
525 if (op->stats.food != 0)
526 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
527 /* else if (op->stats.food < 0)
528 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
529 if (op->stats.grace)
530 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
531 if (op->stats.sp && op->type != SKILL)
532 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
533 if (op->stats.hp)
534 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
535 if (op->stats.luck)
536 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
537 if (QUERY_FLAG (op, FLAG_LIFESAVE))
538 strcat (buf, "(lifesaving)");
539 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
540 strcat (buf, "(reflect spells)");
541 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
542 strcat (buf, "(reflect missiles)");
543 if (QUERY_FLAG (op, FLAG_STEALTH))
544 strcat (buf, "(stealth)");
545 /* Shorten some of the names, so they appear better in the windows */
546 len = strlen (buf);
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550
551 /* if(op->item_power)
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
553 */
554 if (buf[0] == 0 && op->type != SKILL)
555 strcpy (buf, "of adornment");
556
557
558 return buf;
528} 559}
529 560
530/* 561/*
531 * query_short_name(object) is similar to query_name, but doesn't 562 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 563 * contain any information about object status (worn/cursed/etc.)
533 */ 564 */
565const char *
534const char *query_short_name(const object *op) 566query_short_name (const object *op)
535{ 567{
536 static char buf[HUGE_BUF]; 568 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 569 char buf2[HUGE_BUF];
538 int len=0; 570 int len = 0;
539 571
540 if(op->name == NULL) 572 if (op->name == NULL)
541 return "(null)"; 573 return "(null)";
574
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 575 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 576 return op->name; /* To speed things up (or make things slower?) */
544 577
545 if (op->nrof <= 1) 578 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 579 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 580 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 582
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 585 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 586 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 587 }
554 588
555 switch(op->type) { 589 switch (op->type)
590 {
556 case SPELLBOOK: 591 case SPELLBOOK:
557 case SCROLL: 592 case SCROLL:
558 case WAND: 593 case WAND:
559 case ROD: 594 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 {
561 if(!op->title) { 597 if (!op->title)
598 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 599 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 600 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 602 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 604 }
568 if(op->type != SPELLBOOK) { 605 if (op->type != SPELLBOOK)
606 {
569 sprintf(buf2, " (lvl %d)", op->level); 607 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 608 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 609 }
572 } 610 }
573 break; 611 break;
574 612
575 case SKILL: 613 case SKILL:
576 case AMULET: 614 case AMULET:
577 case RING: 615 case RING:
578 if (!op->title) { 616 if (!op->title)
617 {
579 /* If ring has a title, full description isn't so useful */ 618 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 619 const char *s = ring_desc (op);
620
581 if (s[0]) { 621 if (s[0])
622 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 623 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
584 } 626 }
585 }
586 break; 627 break;
587 default: 628 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 629 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))) { 630 {
590 sprintf(buf2, " %+d", op->magic); 631 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 632 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 633 }
593 } 634 }
594 return buf; 635 return buf;
595} 636}
596 637
597/* 638/*
598 * query_name(object) returns a character pointer pointing to a static 639 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 640 * 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 644 * 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 645 * 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.) 646 * use several names much easier (don't need to store them to temp variables.)
606 * 647 *
607 */ 648 */
649const char *
608char *query_name(const object *op) { 650query_name (const object *op)
651{
609 static char buf[5][HUGE_BUF]; 652 static char buf[5][HUGE_BUF]; // OMFG
610 static int use_buf=0; 653 static int use_buf = 0;
611 int len=0; 654 int len = 0;
655
612#ifdef NEW_MATERIAL_CODE 656#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 657 materialtype_t *mt;
614#endif 658#endif
615 659
616 use_buf++; 660 use_buf++;
617 use_buf %=5; 661 use_buf %= 5;
618 662
619#ifdef NEW_MATERIAL_CODE 663#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 664 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
621 mt = name_to_material(op->materialname); 666 mt = name_to_material (op->materialname);
622 if (mt) { 667 if (mt)
668 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 671 }
626 } 672 }
627#endif 673#endif
628 674
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 676
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 677 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 679 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); 680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 681
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 684 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 686 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 688 }
689
643 /* Basically, if the object is known magical (detect magic spell on it), 690 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 691 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 692 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 693 * KNOWN_MAGICAL if the item actually is magical.
647 * 694 *
648 * Changed in V 0.91.4 - still print that the object is magical even 695 * 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 696 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 697 * abilities, especially for artifact items.
651 */ 698 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 701
655#if 0 702#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 703 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 704 * be returned in the name.
658 */ 705 */
659 if(op->item_power) 706 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 708
663#endif 709#endif
664 710
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 711 if (QUERY_FLAG (op, FLAG_APPLIED))
712 {
666 switch(op->type) { 713 switch (op->type)
714 {
667 case BOW: 715 case BOW:
668 case WAND: 716 case WAND:
669 case ROD: 717 case ROD:
670 case HORN: 718 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
672 break; 720 break;
673 case WEAPON: 721 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 722 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
675 break; 723 break;
676 case ARMOUR: 724 case ARMOUR:
677 case HELMET: 725 case HELMET:
678 case SHIELD: 726 case SHIELD:
679 case RING: 727 case RING:
681 case GLOVES: 729 case GLOVES:
682 case AMULET: 730 case AMULET:
683 case GIRDLE: 731 case GIRDLE:
684 case BRACERS: 732 case BRACERS:
685 case CLOAK: 733 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 735 break;
688 case CONTAINER: 736 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 738 break;
691 case SKILL: 739 case SKILL:
692 default: 740 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 742 }
695 } 743 }
744
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 745 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 747
699 return buf[use_buf]; 748 return buf [use_buf];
700} 749}
701 750
702/* 751/*
703 * query_base_name(object) returns a character pointer pointing to a static 752 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 753 * 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 755 * 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 756 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 757 * and sending to client.
709 * If plural is set, we generate the plural name of this. 758 * If plural is set, we generate the plural name of this.
710 */ 759 */
760const char *
711const char *query_base_name(const object *op, int plural) { 761query_base_name (const object *op, int plural)
762{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 763 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 764 int len;
714 materialtype_t *mt; 765 materialtype_t *mt;
715 766
716 if((!plural && !op->name) || (plural && !op->name_pl)) 767 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 768 return "(null)";
718 769
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 770 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 771 return op->name; /* To speed things up (or make things slower?) */
721 772
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 773 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 774 mt = name_to_material (op->materialname);
724 775
725#ifdef NEW_MATERIAL_CODE 776#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 779 {
729 strcpy(buf, mt->description); 780 strcpy (buf, mt->description);
730 len=strlen(buf); 781 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 782 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 783 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 784 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 785 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 787 }
788 else
789 {
737#endif 790#endif
738 if (!plural) 791 if (!plural)
739 strcpy(buf, op->name); 792 assign (buf, op->name);
740 else 793 else
741 strcpy(buf, op->name_pl); 794 assign (buf, op->name_pl);
795
742 len=strlen(buf); 796 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 797#ifdef NEW_MATERIAL_CODE
744 } 798 }
745#endif 799#endif
746 800
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 803 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 804 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 805 }
751 806
752 switch(op->type) { 807 switch (op->type)
808 {
753 case SPELLBOOK: 809 case SPELLBOOK:
754 case SCROLL: 810 case SCROLL:
755 case WAND: 811 case WAND:
756 case ROD: 812 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 {
758 if(!op->title) { 815 if (!op->title)
816 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 817 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 818 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 820 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 822 }
765 if(op->type != SPELLBOOK) { 823 if (op->type != SPELLBOOK)
824 {
766 sprintf(buf2, " (lvl %d)", op->level); 825 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 826 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 827 }
769 } 828 }
770 break; 829 break;
771 830
772 831
773 case SKILL: 832 case SKILL:
774 case AMULET: 833 case AMULET:
775 case RING: 834 case RING:
776 if (!op->title) { 835 if (!op->title)
836 {
777 /* If ring has a title, full description isn't so useful */ 837 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 838 const char *s = ring_desc (op);
839
779 if (s[0]) { 840 if (s[0])
841 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 842 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 843 safe_strcat (buf, s, &len, MAX_BUF);
782 } 844 }
783 } 845 }
784 break; 846 break;
785 default: 847 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
787 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 849 {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 850 sprintf (buf + strlen (buf), " %+d", op->magic);
789 } 851 }
790 } 852 }
853
791 return buf; 854 return buf;
792} 855}
793 856
794/* Break this off from describe_item - that function was way 857/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 858 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 859 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 860 * be called with monster & player objects. Returns a description
798 * in a static buffer. 861 * in a static buffer.
799 */ 862 */
800 863static char *
801static char *describe_monster(const object *op) { 864describe_monster (const object *op)
865{
802 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 867 static char retbuf[VERY_BIG_BUF];
804 int i; 868 int i;
805 869
806 retbuf[0]='\0'; 870 retbuf[0] = '\0';
807 871
808 /* Note that the resolution this provides for players really isn't 872 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 873 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 874 * fall into the 'lightning fast movement' category.
811 */ 875 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 876 if (op->has_active_speed ())
877 {
813 switch((int)((FABS(op->speed))*15)) { 878 switch ((int) ((FABS (op->speed)) * 15))
879 {
814 case 0: 880 case 0:
815 strcat(retbuf,"(very slow movement)"); 881 strcat (retbuf, "(very slow movement)");
816 break; 882 break;
817 case 1: 883 case 1:
818 strcat(retbuf,"(slow movement)"); 884 strcat (retbuf, "(slow movement)");
819 break; 885 break;
820 case 2: 886 case 2:
821 strcat(retbuf,"(normal movement)"); 887 strcat (retbuf, "(normal movement)");
822 break; 888 break;
823 case 3: 889 case 3:
824 case 4: 890 case 4:
825 strcat(retbuf,"(fast movement)"); 891 strcat (retbuf, "(fast movement)");
826 break; 892 break;
827 case 5: 893 case 5:
828 case 6: 894 case 6:
829 strcat(retbuf,"(very fast movement)"); 895 strcat (retbuf, "(very fast movement)");
830 break; 896 break;
831 case 7: 897 case 7:
832 case 8: 898 case 8:
833 case 9: 899 case 9:
834 case 10: 900 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 901 strcat (retbuf, "(extremely fast movement)");
836 break; 902 break;
837 default: 903 default:
838 strcat(retbuf,"(lightning fast movement)"); 904 strcat (retbuf, "(lightning fast movement)");
839 break; 905 break;
840 } 906 }
841 } 907 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 908 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 909 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 910 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 911 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 912 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 913 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 914 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 915 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 916 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 917 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 918 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 919 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 920 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 921 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 922 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 923 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 924 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 925 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 926 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 927 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 928 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 929 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 930 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 931 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 932 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 933 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 934 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 935 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 936 if (op->randomitems != NULL)
937 {
871 treasure *t; 938 treasure *t;
872 int first = 1; 939 int first = 1;
940
873 for(t=op->randomitems->items; t != NULL; t=t->next) 941 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 942 if (t->item && t->item->clone.type == SPELL)
943 {
875 if(first) { 944 if (first)
945 {
876 first = 0; 946 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 947 strcat (retbuf, "(Spell abilities:)");
878 } 948 }
879 strcat(retbuf,"("); 949 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 950 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 951 strcat (retbuf, ")");
882 } 952 }
883 } 953 }
884 if (op->type == PLAYER) { 954 if (op->type == PLAYER)
955 {
885 if(op->contr->digestion) { 956 if (op->contr->digestion)
957 {
886 if(op->contr->digestion!=0) 958 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 959 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 960 strcat (retbuf, buf);
889 } 961 }
890 if(op->contr->gen_grace) { 962 if (op->contr->gen_grace)
963 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 964 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 965 strcat (retbuf, buf);
893 } 966 }
894 if(op->contr->gen_sp) { 967 if (op->contr->gen_sp)
968 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 969 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 970 strcat (retbuf, buf);
897 } 971 }
898 if(op->contr->gen_hp) { 972 if (op->contr->gen_hp)
973 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 974 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 975 strcat (retbuf, buf);
901 } 976 }
902 if(op->stats.luck) { 977 if (op->stats.luck)
978 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 979 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 980 strcat (retbuf, buf);
905 } 981 }
906 } 982 }
907 983
908 /* describe attacktypes */ 984 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 985 if (is_dragon_pl (op))
986 {
910 /* for dragon players display the attacktypes from clawing skill 987 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 988 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 989 * this makes it more readable.
913 */ 990 */
914 object *tmp; 991 object *tmp;
915 992
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; 994 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
995 break;
918 996
919 if (tmp && tmp->attacktype!=0) { 997 if (tmp && tmp->attacktype != 0)
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 998 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
921 }
922 else { 999 else
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1000 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
927 } 1001 }
1002 else
1003 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1004
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1005 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1006 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1007 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1008
931 for (i=0; i < NROFATTACKS; i++) { 1009 for (i = 0; i < NROFATTACKS; i++)
932 if (op->resist[i]) { 1010 if (op->resist[i])
1011 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1012 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1013 strcat (retbuf, buf);
935 } 1014 }
936 } 1015
937 return retbuf; 1016 return retbuf;
938} 1017}
939 1018
940 1019
941/* 1020/*
942 * Returns a pointer to a static buffer which contains a 1021 * Returns a pointer to a static buffer which contains a
962 * 1041 *
963 * Add 'owner' who is the person examining this object. 1042 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1043 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1044 * item (eg, debug dump or the like)
966 */ 1045 */
967 1046const char *
968char *describe_item(const object *op, object *owner) { 1047describe_item (const object *op, object *owner)
1048{
969 char buf[MAX_BUF]; 1049 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1050 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1051 int identified, i;
972 1052
973 retbuf[0]='\0'; 1053 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1054 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1055 {
975 return describe_monster(op); 1056 return describe_monster (op);
976 } 1057 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1058 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1059 * also makes the code easier to read.
979 */ 1060 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1061 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1062 identified = 1;
981 else { 1063 else
1064 {
982 strcpy(retbuf,"(unidentified)"); 1065 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1066 identified = 0;
984 } 1067 }
985 switch(op->type) { 1068 switch (op->type)
1069 {
986 case BOW: 1070 case BOW:
987 case ARROW: 1071 case ARROW:
988 case WAND: 1072 case WAND:
989 case ROD: 1073 case ROD:
990 case HORN: 1074 case HORN:
996 case GLOVES: 1080 case GLOVES:
997 case GIRDLE: 1081 case GIRDLE:
998 case BRACERS: 1082 case BRACERS:
999 case CLOAK: 1083 case CLOAK:
1000 case SKILL_TOOL: 1084 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1085 break; /* We have more information to do below this switch */
1002 1086
1003 case POWER_CRYSTAL: 1087 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1088 if (op->stats.maxsp > 1000)
1089 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1090 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1091 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1093 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1095 }
1010 }else 1096 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1098 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1099 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1100 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1101 strcat (retbuf, "empty.");
1016 else if (i==0) 1102 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1103 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1104 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1105 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1106 else if (i < 6)
1021 strcat(retbuf,"half full."); 1107 strcat (retbuf, "half full.");
1022 else if (i<9) 1108 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1109 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1110 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1111 strcat (retbuf, "fully charged.");
1026 else 1112 else
1027 strcat(retbuf,"almost full."); 1113 strcat (retbuf, "almost full.");
1028 break; 1114 break;
1029 case FOOD: 1115 case FOOD:
1030 case FLESH: 1116 case FLESH:
1031 case DRINK: 1117 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1118 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1119 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1120 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1121 strcat (retbuf, buf);
1035 1122
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1123 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1124 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1125 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1126 strcat (retbuf, buf);
1039 } 1127 }
1040 1128
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1129 if (!QUERY_FLAG (op, FLAG_CURSED))
1130 {
1042 if (op->stats.hp) 1131 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1132 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1133 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1134 strcat (retbuf, "(spellpoint regen)");
1046 } 1135 }
1047 else { 1136 else
1137 {
1048 if (op->stats.hp) 1138 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1139 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1140 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1141 strcat (retbuf, "(spellpoint depletion)");
1052 } 1142 }
1053 } 1143 }
1054 break; 1144 break;
1055 1145
1056 1146
1057 case SKILL: 1147 case SKILL:
1058 case RING: 1148 case RING:
1059 case AMULET: 1149 case AMULET:
1060 if(op->item_power) { 1150 if (op->item_power)
1151 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1152 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1153 strcat (retbuf, buf);
1063 } 1154 }
1064 if (op->title) 1155 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1156 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1157 return retbuf;
1067 1158
1068 default: 1159 default:
1069 return retbuf; 1160 return retbuf;
1070 } 1161 }
1071 1162
1072 /* Down here, we more further describe equipment type items. 1163 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1164 * only describe them if they have been identified or the like.
1074 */ 1165 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1166 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1167 {
1076 int attr,val; 1168 int attr, val;
1077 1169
1078 for (attr=0; attr<NUM_STATS; attr++) { 1170 for (attr = 0; attr < NUM_STATS; attr++)
1171 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1172 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1173 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1174 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1175 strcat (retbuf, buf);
1082 } 1176 }
1083 } 1177 }
1084 1178
1085 if(op->stats.exp) { 1179 if (op->stats.exp)
1180 {
1086 sprintf(buf,"(speed %+lld)", (long long)op->stats.exp); 1181 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1182 strcat (retbuf, buf);
1088 } 1183 }
1089 1184
1090 1185
1091 switch(op->type) { 1186 switch (op->type)
1187 {
1092 case BOW: 1188 case BOW:
1093 case ARROW: 1189 case ARROW:
1094 case GIRDLE: 1190 case GIRDLE:
1095 case HELMET: 1191 case HELMET:
1096 case SHIELD: 1192 case SHIELD:
1102 case AMULET: 1198 case AMULET:
1103 case ARMOUR: 1199 case ARMOUR:
1104 case BRACERS: 1200 case BRACERS:
1105 case FORCE: 1201 case FORCE:
1106 case CLOAK: 1202 case CLOAK:
1107 if(op->stats.wc) { 1203 if (op->stats.wc)
1204 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1205 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1206 strcat (retbuf, buf);
1110 } 1207 }
1111 if(op->stats.dam) { 1208 if (op->stats.dam)
1209 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1210 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1211 strcat (retbuf, buf);
1114 } 1212 }
1115 if(op->stats.ac) { 1213 if (op->stats.ac)
1214 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1215 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1216 strcat (retbuf, buf);
1118 } 1217 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1218 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1219 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1220 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1221 strcat (retbuf, buf);
1122 } 1222 }
1123 break; 1223 break;
1124 1224
1125 default: 1225 default:
1126 break; 1226 break;
1127 } 1227 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1228 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1229 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1230 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1231 strcat (retbuf, "(infravision)");
1132 1232
1133 /* levitate was what is was before, so we'll keep it */ 1233 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1234 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1235 strcat (retbuf, "(levitate)");
1136 1236
1137 if (op->move_type & MOVE_FLY_HIGH) 1237 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1238 strcat (retbuf, "(fly)");
1139 1239
1140 if (op->move_type & MOVE_SWIM) 1240 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1241 strcat (retbuf, "(swim)");
1142 1242
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1243 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1244
1145 if(op->item_power) { 1245 if (op->item_power)
1246 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1247 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1248 strcat (retbuf, buf);
1148 } 1249 }
1149 } /* End if identified or applied */ 1250 } /* End if identified or applied */
1150 1251
1151 /* This blocks only deals with fully identified object. 1252 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1253 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1254 * in this way, information is added.
1154 */ 1255 */
1155 if(identified) { 1256 if (identified)
1257 {
1156 int more_info = 0; 1258 int more_info = 0;
1157 1259
1158 switch(op->type) { 1260 switch (op->type)
1261 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1262 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1263 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1264 case BOW:
1162 case ARROW: 1265 case ARROW:
1163 case WAND: 1266 case WAND:
1164 case FOOD: 1267 case FOOD:
1165 case FLESH: 1268 case FLESH:
1166 case DRINK: 1269 case DRINK:
1167 more_info = 0; 1270 more_info = 0;
1168 break; 1271 break;
1169 1272
1170 /* Armor type objects */ 1273 /* Armor type objects */
1171 case ARMOUR: 1274 case ARMOUR:
1172 case HELMET: 1275 case HELMET:
1173 case SHIELD: 1276 case SHIELD:
1174 case BOOTS: 1277 case BOOTS:
1175 case GLOVES: 1278 case GLOVES:
1176 case GIRDLE: 1279 case GIRDLE:
1177 case BRACERS: 1280 case BRACERS:
1178 case CLOAK: 1281 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1282 if (ARMOUR_SPEED (op))
1283 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1284 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1285 strcat (retbuf, buf);
1182 } 1286 }
1183 if (ARMOUR_SPELLS(op)) { 1287 if (ARMOUR_SPELLS (op))
1288 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1289 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1290 strcat (retbuf, buf);
1186 } 1291 }
1187 more_info=1; 1292 more_info = 1;
1188 break; 1293 break;
1189 1294
1190 case WEAPON: 1295 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1296 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1297 * make sense.
1193 */ 1298 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1299 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1300 if (i < 0)
1301 i = 0;
1196 1302
1197 sprintf(buf,"(weapon speed %d)", i); 1303 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1304 strcat (retbuf, buf);
1199 more_info=1; 1305 more_info = 1;
1200 break; 1306 break;
1201 1307
1202 } 1308 }
1203 if (more_info) { 1309 if (more_info)
1310 {
1204 if(op->stats.food) { 1311 if (op->stats.food)
1312 {
1205 if(op->stats.food!=0) 1313 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1314 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1315 strcat (retbuf, buf);
1208 } 1316 }
1209 if(op->stats.grace) { 1317 if (op->stats.grace)
1318 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1319 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1320 strcat (retbuf, buf);
1212 } 1321 }
1213 if(op->stats.sp) { 1322 if (op->stats.sp)
1323 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1324 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1325 strcat (retbuf, buf);
1216 } 1326 }
1217 if(op->stats.hp) { 1327 if (op->stats.hp)
1328 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1329 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1330 strcat (retbuf, buf);
1220 } 1331 }
1221 } 1332 }
1222 1333
1223 if(op->stats.luck) { 1334 if (op->stats.luck)
1335 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1336 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1337 strcat (retbuf, buf);
1226 } 1338 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1339 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1340 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1341 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1342 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1343 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1344 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1345 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1346 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1347 if (op->slaying != NULL && op->type != FOOD)
1348 {
1236 sprintf(buf,"(slay %s)", &op->slaying); 1349 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1350 strcat (retbuf, buf);
1238 } 1351 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1352 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1353 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1354 * non flesh, everyone can see its resistances
1242 */ 1355 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1356 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1357 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1358 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1359 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1360 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1361 }
1249 1362
1250 return retbuf; 1363 return retbuf;
1364}
1365
1366std::string
1367object::describe_item (object *who)
1368{
1369 return std::string (::describe_item (this, who));
1251} 1370}
1252 1371
1253/* Return true if the item is magical. A magical item is one that 1372/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1373 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1374 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1375 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1376 * should be marked as magical.
1258 */ 1377 */
1259 1378
1379int
1260int is_magical(const object *op) { 1380is_magical (const object *op)
1381{
1261 int i; 1382 int i;
1262 1383
1263 /* living creatures are considered non magical */ 1384 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1385 if (QUERY_FLAG (op, FLAG_ALIVE))
1265
1266 /* This is a test for it being an artifact, as artifacts have titles */
1267 if (op->title!=NULL) return 1;
1268
1269 /* Handle rings and amulets specially. If they change any of these
1270 * values, it means they are magical.
1271 */
1272 if ((op->type==AMULET || op->type==RING) &&
1273 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1274 op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1275 return 1;
1276
1277 /* Check for stealty, speed, flying, or just plain magic in the boots */
1278 /* Presume any boots that hvae a move_type are special. */
1279 if (op->type== BOOTS &&
1280 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1281 return 1;
1282
1283 /* Take care of amulet/shield that reflects spells/missiles */
1284 if ((op->type==AMULET || op->type==SHIELD) &&
1285 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1286 return 1;
1287
1288 /* Take care of helmet of xrays */
1289 if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1290
1291 /* Potions & rods are always magical. Wands/staves are also magical,
1292 * assuming they still have any charges left.
1293 */
1294 if (op->type==POTION || op->type==ROD ||
1295 (op->type==WAND && op->stats.food))
1296 return 1;
1297
1298 /* if something gives a protection, either positive or negative, its magical */
1299 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1300 * so this always works out fine.
1301 */
1302 for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1303 if (op->resist[i]) return 1;
1304
1305 /* Physical protection is expected on some item types, so they should
1306 * not be considered magical.
1307 */
1308 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1309 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1310
1311 /* power crystal, spellbooks, and scrolls are always magical. */
1312 if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1313 op->type==SCROLL || op->type==GIRDLE)
1314 return 1;
1315
1316 /* Check to see if it increases/decreases any stats */
1317 for (i=0; i<NUM_STATS; i++)
1318 if (get_attr_value(&(op->stats),i)!=0) return 1;
1319
1320 /* If it doesn't fall into any of the above categories, must
1321 * be non magical.
1322 */
1323 return 0; 1386 return 0;
1387
1388 /* This is a test for it being an artifact, as artifacts have titles */
1389 if (op->title != NULL)
1390 return 1;
1391
1392 /* Handle rings and amulets specially. If they change any of these
1393 * values, it means they are magical.
1394 */
1395 if ((op->type == AMULET || op->type == RING) &&
1396 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1397 return 1;
1398
1399 /* Check for stealty, speed, flying, or just plain magic in the boots */
1400 /* Presume any boots that hvae a move_type are special. */
1401 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1402 return 1;
1403
1404 /* Take care of amulet/shield that reflects spells/missiles */
1405 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1406 return 1;
1407
1408 /* Take care of helmet of xrays */
1409 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1410 return 1;
1411
1412 /* Potions & rods are always magical. Wands/staves are also magical,
1413 * assuming they still have any charges left.
1414 */
1415 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1416 return 1;
1417
1418 /* if something gives a protection, either positive or negative, its magical */
1419 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1420 * so this always works out fine.
1421 */
1422 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1423 if (op->resist[i])
1424 return 1;
1425
1426 /* Physical protection is expected on some item types, so they should
1427 * not be considered magical.
1428 */
1429 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1430 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1431 return 1;
1432
1433 /* power crystal, spellbooks, and scrolls are always magical. */
1434 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435 return 1;
1436
1437 /* Check to see if it increases/decreases any stats */
1438 for (i = 0; i < NUM_STATS; i++)
1439 if (get_attr_value (&(op->stats), i) != 0)
1440 return 1;
1441
1442 /* If it doesn't fall into any of the above categories, must
1443 * be non magical.
1444 */
1445 return 0;
1324} 1446}
1325 1447
1326/* need_identify returns true if the item should be identified. This 1448/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1449 * function really should not exist - by default, any item not identified
1328 * should need it. 1450 * should need it.
1329 */ 1451 */
1330 1452
1453int
1331int need_identify(const object *op) { 1454need_identify (const object *op)
1455{
1332 switch(op->type) { 1456 switch (op->type)
1457 {
1333 case RING: 1458 case RING:
1334 case WAND: 1459 case WAND:
1335 case ROD: 1460 case ROD:
1336 case HORN: 1461 case HORN:
1337 case SCROLL: 1462 case SCROLL:
1360 case GEM: 1485 case GEM:
1361 case POWER_CRYSTAL: 1486 case POWER_CRYSTAL:
1362 case POISON: 1487 case POISON:
1363 case BOOK: 1488 case BOOK:
1364 case SKILL_TOOL: 1489 case SKILL_TOOL:
1365 return 1; 1490 return 1;
1366 } 1491 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1492 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1493 * archetype file can be updated, and this function removed.
1369 */ 1494 */
1370#if 0 1495#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1496 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1497#endif
1373 return 0; 1498 return 0;
1374} 1499}
1375
1376 1500
1377/* 1501/*
1378 * Supposed to fix face-values as well here, but later. 1502 * Supposed to fix face-values as well here, but later.
1379 */ 1503 */
1380 1504void
1381void identify(object *op) { 1505identify (object *op)
1506{
1382 object *pl; 1507 object *pl;
1383 1508
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1509 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1510 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1511 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1512
1388 /* 1513 /*
1389 * We want autojoining of equal objects: 1514 * We want autojoining of equal objects:
1390 */ 1515 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1516 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1517 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1518
1394 if (op->type == POTION) { 1519 if (op->type == POTION)
1520 {
1395 if (op->inv && op->randomitems) 1521 if (op->inv && op->randomitems)
1396 op->title = op->inv->name; 1522 op->title = op->inv->name;
1397 else if (op->arch) 1523 else if (op->arch)
1398 { 1524 {
1399 op->name = op->arch->clone.name; 1525 op->name = op->arch->clone.name;
1400 op->name_pl = op->arch->clone.name_pl; 1526 op->name_pl = op->arch->clone.name_pl;
1401 } 1527 }
1402 } 1528 }
1403 1529
1404 /* If the object is on a map, make sure we update its face */ 1530 /* If the object is on a map, make sure we update its face */
1405 if (op->map) 1531 if (op->map)
1406 update_object(op,UP_OBJ_FACE); 1532 update_object (op, UP_OBJ_CHANGE);
1407 else { 1533 else
1408 pl = is_player_inv(op->env); 1534 {
1535 pl = op->in_player ();
1409 if (pl) 1536 if (pl)
1410 /* A lot of the values can change from an update - might as well send 1537 /* A lot of the values can change from an update - might as well send
1411 * it all. 1538 * it all.
1412 */ 1539 */
1413 esrv_send_item(pl, op); 1540 esrv_send_item (pl, op);
1414 } 1541 }
1415} 1542}
1543

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