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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 1.11 by elmex, Wed Dec 20 11:20:50 2006 UTC

1/*
2 * static char *rcsid_item_c =
3 * "$Id: item.C,v 1.3 2006/09/03 00:18:40 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31#include <living.h> 26#include <living.h>
51 * may be better. 46 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
53 * "This item goes %s\n", with the use/nonuse values filling in the %s 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
54 */ 49 */
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"body_range", "in your range slot", "in a human's range slot"}, 51 {"body_range", "in your range slot", "in a human's range slot"},
57{"body_arm", "on your arm", "on a human's arm"}, 52 {"body_arm", "on your arm", "on a human's arm"},
58{"body_torso", "on your body", "on a human's torso"}, 53 {"body_torso", "on your body", "on a human's torso"},
59{"body_head", "on your head", "on a human's head"}, 54 {"body_head", "on your head", "on a human's head"},
60{"body_neck", "around your neck", "around a humans neck"}, 55 {"body_neck", "around your neck", "around a humans neck"},
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {"body_skill", "in your skill slot", "in a human's skill slot"},
62{"body_finger", "on your finger", "on a human's finger"}, 57 {"body_finger", "on your finger", "on a human's finger"} ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 58 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"}, 59 {"body_foot", "on your feet", "on a human's feet"},
65{"body_hand", "on your hands", "on a human's hands"}, 60 {"body_hand", "on your hands", "on a human's hands"},
66{"body_wrist", "around your wrists", "around a human's wrist"}, 61 {"body_wrist", "around your wrists", "around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"}, 62 {"body_waist", "around your waist", "around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 63/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 64};
71 65
72static char numbers[21][20] = { 66static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 69 "eighteen", "nineteen", "twenty"
76}; 70};
77 71
78static char numbers_10[10][20] = { 72static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 74 "eighty", "ninety"
81}; 75};
82 76
83static char levelnumbers[21][20] = { 77static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 78 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 79 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 80 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 81 "nineteen", "twentieth"
88}; 82};
89 83
90static char levelnumbers_10[11][20] = { 84static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 85 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 86 "seventieth", "eightieth", "ninetieth"
93}; 87};
94 88
95/* The following is a large table of item types, the fields are: 89/* The following is a large table of item types, the fields are:
96 * item number, item name, item name (plural), and two numbers that are the skills 90 * item number, item name, item name (plural), and two numbers that are the skills
97 * used to identify them. Anytime a new item type is added or removed, this list 91 * used to identify them. Anytime a new item type is added or removed, this list
98 * should be altered to reflect that. The defines for the numerical values are in 92 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 93 * define.h
100 */ 94 */
101static const typedata item_types[] = { 95static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 96 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 97 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 98 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 99 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 100 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 101 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 102 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 103 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 104 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 105 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 106 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 107 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 108 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 109 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 110 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 111 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 112 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 113 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 114 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 115 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 116 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 117 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 118 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 119 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 120 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 121 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 122 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 123 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 124 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 125 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 126 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 127 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 128 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 129 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 130 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 131 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 132 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 133 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 134 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 135 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 136 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 137 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 138 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 139 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 140 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 141 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 142 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 143 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 144 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 145 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 146 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 147 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 148 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 149 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 150 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 151 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 152 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 153 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 154 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 155 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 156 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 157 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 161 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 162 {TRAP_PART, "trap part", "trap parts", 0, 0},
171{WALL, "wall", "walls", 0, 0}, 163 {WALL, "wall", "walls", 0, 0},
172{LIGHT_SOURCE, "light source", "light sources", 0, 0}, 164 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 165 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0}, 166 {MONSTER, "monster", "monsters", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0}, 167 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 168 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0}, 170 {TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 171 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0}, 172 {BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 173 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 174 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 175 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 176 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 177 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 178 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 179 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 180 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 181 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 182 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 183 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 184 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 185 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 186 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 187 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 188 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0}, 189 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0}, 190 {FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 191 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 192 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 193 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 194 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 195 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 196 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 197 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 198 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 199 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 200 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 201 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 202 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 203 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 204 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 205 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 206 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 207 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 208 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 209 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 210 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 211 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 212 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 213 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 214};
223 215
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 216const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 217
226materialtype_t *materialt; 218materialtype_t *materialt;
227 219
228/* 220/*
229materialtype material[NROFMATERIALS] = { 221materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 248 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 249 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 250 * custom objects can use whatever they want.
259 */ 251 */
260static int enc_to_item_power[21] = { 252static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 253 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 254 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 255 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 256 30, 35, 40, 45, 50 /* 20 */
265}; 257};
266 258
259int
267int get_power_from_ench(int ench) 260get_power_from_ench (int ench)
268{ 261{
269 if (ench < 0) ench = 0; 262 if (ench < 0)
270 if (ench > 20) ench = 20; 263 ench = 0;
264 if (ench > 20)
265 ench = 20;
271 return enc_to_item_power[ench]; 266 return enc_to_item_power[ench];
272} 267}
273 268
274/* This takes an object 'op' and figures out what its item_power 269/* 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 270 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns 271 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 272 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 273 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 274 * the power. This is used in the treasure code.
280 */ 275 */
276int
281int calc_item_power(const object *op, int flag) 277calc_item_power (const object *op, int flag)
282{ 278{
283 int i, tmp, enc; 279 int i, tmp, enc;
284 280
285 enc = 0; 281 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 282 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 283 enc += get_attr_value (&op->stats, i);
288 284
289 /* This protection logic is pretty flawed. 20% fire resistance 285 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 286 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 287 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 288 * armour shouldn't be counted against
293 */ 289 */
294 tmp = 0; 290 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 291 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 292 tmp += op->resist[i];
297 293
298 /* Add/substract 10 so that the rounding works out right */ 294 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 295 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 296 enc += (tmp + 10) / 20;
297 else if (tmp < 0)
298 enc += (tmp - 10) / 20;
301 299
302 enc += op->magic; 300 enc += op->magic;
303 301
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 302 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 303 * physical doesn't count against total.
306 */ 304 */
307 if (op->type == WEAPON) { 305 if (op->type == WEAPON)
306 {
308 for (i=1; i<NROFATTACKS; i++) 307 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 308 if (op->attacktype & (1 << i))
309 enc++;
310 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 311 enc += 2; /* What it slays is probably more relevent */
311 } 312 }
312 /* Items the player can equip */ 313 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 314 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 315 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 316 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 317 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 318 {
318 enc += op->stats.food; /* sustenance */ 319 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 320 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 321 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 322 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 323 enc += op->stats.exp; /* speed bonus */
323 } 324 }
324 enc += op->stats.luck; 325 enc += op->stats.luck;
325 326
326 /* Do spell paths now */ 327 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 328 for (i = 1; i < NRSPELLPATHS; i++)
329 {
328 if (op->path_attuned& (1 << i)) enc++; 330 if (op->path_attuned & (1 << i))
331 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 332 else if (op->path_denied & (1 << i))
333 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 334 else if (op->path_repelled & (1 << i))
335 enc--;
331 } 336 }
332 337
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 338 if (QUERY_FLAG (op, FLAG_LIFESAVE))
339 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 340 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
341 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 342 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
343 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 344 if (QUERY_FLAG (op, FLAG_STEALTH))
345 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 346 if (QUERY_FLAG (op, FLAG_XRAYS))
347 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 348 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
349 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 350 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
351 enc += 1;
340 352
341 return get_power_from_ench(enc); 353 return get_power_from_ench (enc);
342 354
343} 355}
344 356
345/* returns the typedata that has a number equal to itemtype, if there 357/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 358 * isn't one, returns NULL */
347 359
348const typedata *get_typedata(int itemtype) { 360const typedata *
361get_typedata (int itemtype)
362{
349 int i; 363 int i;
364
350 for (i=0;i<item_types_size;i++) 365 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 366 if (item_types[i].number == itemtype)
367 return &item_types[i];
352 return NULL; 368 return NULL;
353} 369}
354 370
355/* returns the typedata that has a name equal to itemtype, if there 371/* 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 372 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 373 * one return NULL */
358 374
375const typedata *
359const typedata *get_typedata_by_name(const char *name) { 376get_typedata_by_name (const char *name)
377{
360 int i; 378 int i;
379
361 for (i=0;i<item_types_size;i++) 380 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 381 if (!strcmp (item_types[i].name, name))
382 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 383 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 384 if (!strcmp (item_types[i].name_pl, name))
385 {
365 LOG(llevInfo, 386 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 387 "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]; 388 return &item_types[i];
369 } 389 }
370 return NULL; 390 return NULL;
371} 391}
392
372/* describe_resistance generates the visible naming for resistances. 393/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 394 * returns a static array of the description. This can return
374 * a big buffer. 395 * a big buffer.
375 * if newline is true, we don't put parens around the description 396 * 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 397 * but do put a newline at the end. Useful when dumping to files
377 */ 398 */
399char *
378char *describe_resistance(const object *op, int newline) 400describe_resistance (const object *op, int newline)
379{ 401{
380 static char buf[VERY_BIG_BUF]; 402 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 403 char buf1[VERY_BIG_BUF];
382 int tmpvar; 404 int tmpvar;
383 405
384 buf[0]=0; 406 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 407 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
408 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 409 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
410 {
387 if (!newline) 411 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 412 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 413 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 414 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 415
392 strcat(buf, buf1); 416 strcat (buf, buf1);
393 } 417 }
394 } 418 }
395 return buf; 419 return buf;
396} 420}
397 421
398 422
399/* 423/*
400 * query_weight(object) returns a character pointer to a static buffer 424 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 425 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 426 * The buffer will be overwritten by the next call to query_weight().
403 */ 427 */
404 428
429char *
405char *query_weight(const object *op) { 430query_weight (const object *op)
431{
406 static char buf[10]; 432 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 433 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 434
409 if(op->weight<0) 435 if (op->weight < 0)
410 return " "; 436 return " ";
411 if(i%1000) 437 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 438 sprintf (buf, "%6.1f", i / 1000.0);
413 else 439 else
414 sprintf(buf,"%4d ",i/1000); 440 sprintf (buf, "%4d ", i / 1000);
415 return buf; 441 return buf;
416} 442}
417 443
418/* 444/*
419 * Returns the pointer to a static buffer containing 445 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 446 * the number requested (of the form first, second, third...)
421 */ 447 */
422 448
449char *
423char *get_levelnumber(int i) { 450get_levelnumber (int i)
451{
424 static char buf[MAX_BUF]; 452 static char buf[MAX_BUF];
453
425 if (i > 99) { 454 if (i > 99)
455 {
426 sprintf(buf, "%d.", i); 456 sprintf (buf, "%d.", i);
427 return buf; 457 return buf;
428 } 458 }
429 if(i < 21) 459 if (i < 21)
430 return levelnumbers[i]; 460 return levelnumbers[i];
431 if(!(i%10)) 461 if (!(i % 10))
432 return levelnumbers_10[i/10]; 462 return levelnumbers_10[i / 10];
433 strcpy(buf, numbers_10[i/10]); 463 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 464 strcat (buf, levelnumbers[i % 10]);
435 return buf; 465 return buf;
436} 466}
437 467
438 468
439/* 469/*
441 * in a static buffer. The buffer might be overwritten at the next 471 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 472 * call to get_number().
443 * It is currently only used by the query_name() function. 473 * It is currently only used by the query_name() function.
444 */ 474 */
445 475
476char *
446char *get_number(int i) { 477get_number (int i)
478{
447 if(i<=20) 479 if (i <= 20)
448 return numbers[i]; 480 return numbers[i];
449 else { 481 else
482 {
450 static char buf[MAX_BUF]; 483 static char buf[MAX_BUF];
484
451 sprintf(buf,"%d",i); 485 sprintf (buf, "%d", i);
452 return buf; 486 return buf;
453 } 487 }
454} 488}
455 489
456/* 490/*
457 * Returns pointer to static buffer containing ring's or amulet's 491 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 492 * abilities
460 * if describle_item() would be called to get this information and 494 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 495 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 496 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 497 * client handle names.
464 */ 498 */
499
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 500/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 501 * from stats.sp - b.t.
467 */ 502 */
503char *
468char *ring_desc (const object *op) 504ring_desc (const object *op)
469{ 505{
470 static char buf[VERY_BIG_BUF]; 506 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 507 int attr, val, len;
472 508
473 buf[0] = 0; 509 buf[0] = 0;
474 510
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 511 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; 512 return buf;
513
514 for (attr = 0; attr < NUM_STATS; attr++)
515 {
516 if ((val = get_attr_value (&(op->stats), attr)) != 0)
517 {
518 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
519 }
520 }
521 if (op->stats.exp)
522 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
523 if (op->stats.wc)
524 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
525 if (op->stats.dam)
526 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
527 if (op->stats.ac)
528 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
529
530 strcat (buf, describe_resistance (op, 0));
531
532 if (op->stats.food != 0)
533 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
534 /* else if (op->stats.food < 0)
535 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
536 if (op->stats.grace)
537 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
538 if (op->stats.sp && op->type != SKILL)
539 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
540 if (op->stats.hp)
541 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
542 if (op->stats.luck)
543 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
544 if (QUERY_FLAG (op, FLAG_LIFESAVE))
545 strcat (buf, "(lifesaving)");
546 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
547 strcat (buf, "(reflect spells)");
548 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
549 strcat (buf, "(reflect missiles)");
550 if (QUERY_FLAG (op, FLAG_STEALTH))
551 strcat (buf, "(stealth)");
552 /* Shorten some of the names, so they appear better in the windows */
553 len = strlen (buf);
554 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
557
558 /* if(op->item_power)
559 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
560 */
561 if (buf[0] == 0 && op->type != SKILL)
562 strcpy (buf, "of adornment");
563
564
565 return buf;
528} 566}
529 567
530/* 568/*
531 * query_short_name(object) is similar to query_name, but doesn't 569 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 570 * contain any information about object status (worn/cursed/etc.)
533 */ 571 */
572const char *
534const char *query_short_name(const object *op) 573query_short_name (const object *op)
535{ 574{
536 static char buf[HUGE_BUF]; 575 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 576 char buf2[HUGE_BUF];
538 int len=0; 577 int len = 0;
539 578
540 if(op->name == NULL) 579 if (op->name == NULL)
541 return "(null)"; 580 return "(null)";
581
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 582 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 583 return op->name; /* To speed things up (or make things slower?) */
544 584
545 if (op->nrof <= 1) 585 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 586 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 587 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 588 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 589
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 590 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
591 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 592 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 593 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 594 }
554 595
555 switch(op->type) { 596 switch (op->type)
597 {
556 case SPELLBOOK: 598 case SPELLBOOK:
557 case SCROLL: 599 case SCROLL:
558 case WAND: 600 case WAND:
559 case ROD: 601 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 602 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
603 {
561 if(!op->title) { 604 if (!op->title)
605 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 606 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 607 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 608 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 609 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 610 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 611 }
568 if(op->type != SPELLBOOK) { 612 if (op->type != SPELLBOOK)
613 {
569 sprintf(buf2, " (lvl %d)", op->level); 614 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 615 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 616 }
572 } 617 }
573 break; 618 break;
574 619
575 case SKILL: 620 case SKILL:
576 case AMULET: 621 case AMULET:
577 case RING: 622 case RING:
578 if (!op->title) { 623 if (!op->title)
624 {
579 /* If ring has a title, full description isn't so useful */ 625 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 626 char *s = ring_desc (op);
627
581 if (s[0]) { 628 if (s[0])
629 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 630 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 631 safe_strcat (buf, s, &len, HUGE_BUF);
632 }
584 } 633 }
585 }
586 break; 634 break;
587 default: 635 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 636 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))) { 637 {
590 sprintf(buf2, " %+d", op->magic); 638 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 639 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 640 }
593 } 641 }
594 return buf; 642 return buf;
595} 643}
596 644
597/* 645/*
598 * query_name(object) returns a character pointer pointing to a static 646 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 647 * 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 651 * 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 652 * 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.) 653 * use several names much easier (don't need to store them to temp variables.)
606 * 654 *
607 */ 655 */
656char *
608char *query_name(const object *op) { 657query_name (const object *op)
658{
609 static char buf[5][HUGE_BUF]; 659 static char buf[5][HUGE_BUF];
610 static int use_buf=0; 660 static int use_buf = 0;
611 int len=0; 661 int len = 0;
662
612#ifdef NEW_MATERIAL_CODE 663#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 664 materialtype_t *mt;
614#endif 665#endif
615 666
616 use_buf++; 667 use_buf++;
617 use_buf %=5; 668 use_buf %= 5;
618 669
619#ifdef NEW_MATERIAL_CODE 670#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 671 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
672 {
621 mt = name_to_material(op->materialname); 673 mt = name_to_material (op->materialname);
622 if (mt) { 674 if (mt)
675 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 676 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 677 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 678 }
626 } 679 }
627#endif 680#endif
628 681
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 682 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 683
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 684 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 686 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); 687 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 688
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 689 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
690 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 691 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 692 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 693 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 694 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 695 }
643 /* Basically, if the object is known magical (detect magic spell on it), 696 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 697 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 698 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 699 * KNOWN_MAGICAL if the item actually is magical.
647 * 700 *
648 * Changed in V 0.91.4 - still print that the object is magical even 701 * 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 702 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 703 * abilities, especially for artifact items.
651 */ 704 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 705 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 706 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 707
655#if 0 708#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 709 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 710 * be returned in the name.
658 */ 711 */
659 if(op->item_power) 712 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 713 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 714
663#endif 715#endif
664 716
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 717 if (QUERY_FLAG (op, FLAG_APPLIED))
718 {
666 switch(op->type) { 719 switch (op->type)
720 {
667 case BOW: 721 case BOW:
668 case WAND: 722 case WAND:
669 case ROD: 723 case ROD:
670 case HORN: 724 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 725 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
672 break; 726 break;
673 case WEAPON: 727 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 728 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
675 break; 729 break;
676 case ARMOUR: 730 case ARMOUR:
677 case HELMET: 731 case HELMET:
678 case SHIELD: 732 case SHIELD:
679 case RING: 733 case RING:
680 case BOOTS: 734 case BOOTS:
681 case GLOVES: 735 case GLOVES:
682 case AMULET: 736 case AMULET:
683 case GIRDLE: 737 case GIRDLE:
684 case BRACERS: 738 case BRACERS:
685 case CLOAK: 739 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 740 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 741 break;
688 case CONTAINER: 742 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 743 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 744 break;
691 case SKILL: 745 case SKILL:
692 default: 746 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 747 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 748 }
695 } 749 }
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 750 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 751 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 752
699 return buf[use_buf]; 753 return buf[use_buf];
700} 754}
701 755
702/* 756/*
703 * query_base_name(object) returns a character pointer pointing to a static 757 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 758 * 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 760 * 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 761 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 762 * and sending to client.
709 * If plural is set, we generate the plural name of this. 763 * If plural is set, we generate the plural name of this.
710 */ 764 */
765const char *
711const char *query_base_name(const object *op, int plural) { 766query_base_name (const object *op, int plural)
767{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 768 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 769 int len;
714 materialtype_t *mt; 770 materialtype_t *mt;
715 771
716 if((!plural && !op->name) || (plural && !op->name_pl)) 772 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 773 return "(null)";
718 774
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 775 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 776 return op->name; /* To speed things up (or make things slower?) */
721 777
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 778 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 779 mt = name_to_material (op->materialname);
724 780
725#ifdef NEW_MATERIAL_CODE 781#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 782 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 783 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 784 {
729 strcpy(buf, mt->description); 785 strcpy (buf, mt->description);
730 len=strlen(buf); 786 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 787 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 788 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 789 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 790 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 791 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 792 }
793 else
794 {
737#endif 795#endif
738 if (!plural) 796 if (!plural)
739 strcpy(buf, op->name); 797 strcpy (buf, op->name);
740 else 798 else
741 strcpy(buf, op->name_pl); 799 strcpy (buf, op->name_pl);
742 len=strlen(buf); 800 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 801#ifdef NEW_MATERIAL_CODE
744 } 802 }
745#endif 803#endif
746 804
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 805 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
806 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 807 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 808 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 809 }
751 810
752 switch(op->type) { 811 switch (op->type)
812 {
753 case SPELLBOOK: 813 case SPELLBOOK:
754 case SCROLL: 814 case SCROLL:
755 case WAND: 815 case WAND:
756 case ROD: 816 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 817 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
818 {
758 if(!op->title) { 819 if (!op->title)
820 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 821 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 822 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 823 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 824 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 825 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 826 }
765 if(op->type != SPELLBOOK) { 827 if (op->type != SPELLBOOK)
828 {
766 sprintf(buf2, " (lvl %d)", op->level); 829 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 830 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 831 }
769 } 832 }
770 break; 833 break;
771 834
772 835
773 case SKILL: 836 case SKILL:
774 case AMULET: 837 case AMULET:
775 case RING: 838 case RING:
776 if (!op->title) { 839 if (!op->title)
840 {
777 /* If ring has a title, full description isn't so useful */ 841 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 842 char *s = ring_desc (op);
843
779 if (s[0]) { 844 if (s[0])
845 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 846 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 847 safe_strcat (buf, s, &len, MAX_BUF);
848 }
782 } 849 }
783 }
784 break; 850 break;
785 default: 851 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 852 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))) { 853 {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 854 sprintf (buf + strlen (buf), " %+d", op->magic);
789 } 855 }
790 } 856 }
791 return buf; 857 return buf;
792} 858}
793 859
794/* Break this off from describe_item - that function was way 860/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 861 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 862 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 863 * be called with monster & player objects. Returns a description
798 * in a static buffer. 864 * in a static buffer.
799 */ 865 */
800 866
867static char *
801static char *describe_monster(const object *op) { 868describe_monster (const object *op)
869{
802 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 871 static char retbuf[VERY_BIG_BUF];
804 int i; 872 int i;
805 873
806 retbuf[0]='\0'; 874 retbuf[0] = '\0';
807 875
808 /* Note that the resolution this provides for players really isn't 876 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 877 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 878 * fall into the 'lightning fast movement' category.
811 */ 879 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 880 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
881 {
813 switch((int)((FABS(op->speed))*15)) { 882 switch ((int) ((FABS (op->speed)) * 15))
883 {
814 case 0: 884 case 0:
815 strcat(retbuf,"(very slow movement)"); 885 strcat (retbuf, "(very slow movement)");
816 break; 886 break;
817 case 1: 887 case 1:
818 strcat(retbuf,"(slow movement)"); 888 strcat (retbuf, "(slow movement)");
819 break; 889 break;
820 case 2: 890 case 2:
821 strcat(retbuf,"(normal movement)"); 891 strcat (retbuf, "(normal movement)");
822 break; 892 break;
823 case 3: 893 case 3:
824 case 4: 894 case 4:
825 strcat(retbuf,"(fast movement)"); 895 strcat (retbuf, "(fast movement)");
826 break; 896 break;
827 case 5: 897 case 5:
828 case 6: 898 case 6:
829 strcat(retbuf,"(very fast movement)"); 899 strcat (retbuf, "(very fast movement)");
830 break; 900 break;
831 case 7: 901 case 7:
832 case 8: 902 case 8:
833 case 9: 903 case 9:
834 case 10: 904 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 905 strcat (retbuf, "(extremely fast movement)");
836 break; 906 break;
837 default: 907 default:
838 strcat(retbuf,"(lightning fast movement)"); 908 strcat (retbuf, "(lightning fast movement)");
839 break; 909 break;
840 } 910 }
841 } 911 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 912 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 913 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 914 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 915 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 916 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 917 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 918 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 919 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 920 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 921 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 922 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 923 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 924 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 925 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 926 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 927 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 928 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 929 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 930 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 931 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 932 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 933 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 934 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 935 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 936 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 937 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 938 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 939 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 940 if (op->randomitems != NULL)
941 {
871 treasure *t; 942 treasure *t;
872 int first = 1; 943 int first = 1;
944
873 for(t=op->randomitems->items; t != NULL; t=t->next) 945 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 946 if (t->item && (t->item->clone.type == SPELL))
947 {
875 if(first) { 948 if (first)
949 {
876 first = 0; 950 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 951 strcat (retbuf, "(Spell abilities:)");
878 } 952 }
879 strcat(retbuf,"("); 953 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 954 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 955 strcat (retbuf, ")");
882 } 956 }
883 } 957 }
884 if (op->type == PLAYER) { 958 if (op->type == PLAYER)
959 {
885 if(op->contr->digestion) { 960 if (op->contr->digestion)
961 {
886 if(op->contr->digestion!=0) 962 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 963 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 964 strcat (retbuf, buf);
889 } 965 }
890 if(op->contr->gen_grace) { 966 if (op->contr->gen_grace)
967 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 968 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 969 strcat (retbuf, buf);
893 } 970 }
894 if(op->contr->gen_sp) { 971 if (op->contr->gen_sp)
972 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 973 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 974 strcat (retbuf, buf);
897 } 975 }
898 if(op->contr->gen_hp) { 976 if (op->contr->gen_hp)
977 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 978 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 979 strcat (retbuf, buf);
901 } 980 }
902 if(op->stats.luck) { 981 if (op->stats.luck)
982 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 983 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 984 strcat (retbuf, buf);
905 } 985 }
906 } 986 }
907 987
908 /* describe attacktypes */ 988 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 989 if (is_dragon_pl (op))
990 {
910 /* for dragon players display the attacktypes from clawing skill 991 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 992 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 993 * this makes it more readable.
913 */ 994 */
914 object *tmp; 995 object *tmp;
996
997 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
998 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
999 break;
1000
1001 if (tmp && tmp->attacktype != 0)
915 1002 {
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break;
918
919 if (tmp && tmp->attacktype!=0) {
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 1003 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1004 }
1005 else
921 } 1006 {
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1008 }
1009 }
1010 else
927 } 1011 {
1012 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1013 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1014 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1015 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1016 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
931 for (i=0; i < NROFATTACKS; i++) { 1017 for (i = 0; i < NROFATTACKS; i++)
1018 {
932 if (op->resist[i]) { 1019 if (op->resist[i])
1020 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1021 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1022 strcat (retbuf, buf);
935 } 1023 }
936 } 1024 }
937 return retbuf; 1025 return retbuf;
938} 1026}
939 1027
940 1028
941/* 1029/*
942 * Returns a pointer to a static buffer which contains a 1030 * Returns a pointer to a static buffer which contains a
963 * Add 'owner' who is the person examining this object. 1051 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1052 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1053 * item (eg, debug dump or the like)
966 */ 1054 */
967 1055
1056char *
968char *describe_item(const object *op, object *owner) { 1057describe_item (const object *op, object *owner)
1058{
969 char buf[MAX_BUF]; 1059 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1060 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1061 int identified, i;
972 1062
973 retbuf[0]='\0'; 1063 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1064 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1065 {
975 return describe_monster(op); 1066 return describe_monster (op);
976 } 1067 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1068 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1069 * also makes the code easier to read.
979 */ 1070 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1071 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1072 identified = 1;
981 else { 1073 else
1074 {
982 strcpy(retbuf,"(unidentified)"); 1075 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1076 identified = 0;
984 } 1077 }
985 switch(op->type) { 1078 switch (op->type)
1079 {
986 case BOW: 1080 case BOW:
987 case ARROW: 1081 case ARROW:
988 case WAND: 1082 case WAND:
989 case ROD: 1083 case ROD:
990 case HORN: 1084 case HORN:
996 case GLOVES: 1090 case GLOVES:
997 case GIRDLE: 1091 case GIRDLE:
998 case BRACERS: 1092 case BRACERS:
999 case CLOAK: 1093 case CLOAK:
1000 case SKILL_TOOL: 1094 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1095 break; /* We have more information to do below this switch */
1002 1096
1003 case POWER_CRYSTAL: 1097 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1098 if (op->stats.maxsp > 1000)
1099 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1100 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1101 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1102 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1103 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1104 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1105 }
1010 }else 1106 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1107 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1108 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1109 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1110 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1111 strcat (retbuf, "empty.");
1016 else if (i==0) 1112 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1113 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1114 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1115 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1116 else if (i < 6)
1021 strcat(retbuf,"half full."); 1117 strcat (retbuf, "half full.");
1022 else if (i<9) 1118 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1119 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1120 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1121 strcat (retbuf, "fully charged.");
1026 else 1122 else
1027 strcat(retbuf,"almost full."); 1123 strcat (retbuf, "almost full.");
1028 break; 1124 break;
1029 case FOOD: 1125 case FOOD:
1030 case FLESH: 1126 case FLESH:
1031 case DRINK: 1127 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1128 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1129 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1130 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1131 strcat (retbuf, buf);
1035 1132
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1133 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1134 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1135 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1136 strcat (retbuf, buf);
1039 } 1137 }
1040 1138
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1139 if (!QUERY_FLAG (op, FLAG_CURSED))
1140 {
1042 if (op->stats.hp) 1141 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1142 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1143 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1144 strcat (retbuf, "(spellpoint regen)");
1046 } 1145 }
1047 else { 1146 else
1147 {
1048 if (op->stats.hp) 1148 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1149 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1150 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1151 strcat (retbuf, "(spellpoint depletion)");
1052 } 1152 }
1053 } 1153 }
1054 break; 1154 break;
1055 1155
1056 1156
1057 case SKILL: 1157 case SKILL:
1058 case RING: 1158 case RING:
1059 case AMULET: 1159 case AMULET:
1060 if(op->item_power) { 1160 if (op->item_power)
1161 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1162 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1163 strcat (retbuf, buf);
1063 } 1164 }
1064 if (op->title) 1165 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1166 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1167 return retbuf;
1067 1168
1068 default: 1169 default:
1069 return retbuf; 1170 return retbuf;
1070 } 1171 }
1071 1172
1072 /* Down here, we more further describe equipment type items. 1173 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1174 * only describe them if they have been identified or the like.
1074 */ 1175 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1176 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1177 {
1076 int attr,val; 1178 int attr, val;
1077 1179
1078 for (attr=0; attr<NUM_STATS; attr++) { 1180 for (attr = 0; attr < NUM_STATS; attr++)
1181 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1182 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1183 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1184 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1185 strcat (retbuf, buf);
1082 } 1186 }
1083 } 1187 }
1084 1188
1085 if(op->stats.exp) { 1189 if (op->stats.exp)
1190 {
1086 sprintf(buf,"(speed %+lld)", (long long)op->stats.exp); 1191 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1192 strcat (retbuf, buf);
1088 } 1193 }
1089 1194
1090 1195
1091 switch(op->type) { 1196 switch (op->type)
1197 {
1092 case BOW: 1198 case BOW:
1093 case ARROW: 1199 case ARROW:
1094 case GIRDLE: 1200 case GIRDLE:
1095 case HELMET: 1201 case HELMET:
1096 case SHIELD: 1202 case SHIELD:
1102 case AMULET: 1208 case AMULET:
1103 case ARMOUR: 1209 case ARMOUR:
1104 case BRACERS: 1210 case BRACERS:
1105 case FORCE: 1211 case FORCE:
1106 case CLOAK: 1212 case CLOAK:
1107 if(op->stats.wc) { 1213 if (op->stats.wc)
1214 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1215 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1216 strcat (retbuf, buf);
1110 } 1217 }
1111 if(op->stats.dam) { 1218 if (op->stats.dam)
1219 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1220 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1221 strcat (retbuf, buf);
1114 } 1222 }
1115 if(op->stats.ac) { 1223 if (op->stats.ac)
1224 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1225 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1226 strcat (retbuf, buf);
1118 } 1227 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1228 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1229 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1230 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1231 strcat (retbuf, buf);
1122 } 1232 }
1123 break; 1233 break;
1124 1234
1125 default: 1235 default:
1126 break; 1236 break;
1127 } 1237 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1238 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1239 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1240 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1241 strcat (retbuf, "(infravision)");
1132 1242
1133 /* levitate was what is was before, so we'll keep it */ 1243 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1244 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1245 strcat (retbuf, "(levitate)");
1136 1246
1137 if (op->move_type & MOVE_FLY_HIGH) 1247 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1248 strcat (retbuf, "(fly)");
1139 1249
1140 if (op->move_type & MOVE_SWIM) 1250 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1251 strcat (retbuf, "(swim)");
1142 1252
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1253 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1254
1145 if(op->item_power) { 1255 if (op->item_power)
1256 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1257 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1258 strcat (retbuf, buf);
1148 } 1259 }
1149 } /* End if identified or applied */ 1260 } /* End if identified or applied */
1150 1261
1151 /* This blocks only deals with fully identified object. 1262 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1263 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1264 * in this way, information is added.
1154 */ 1265 */
1155 if(identified) { 1266 if (identified)
1267 {
1156 int more_info = 0; 1268 int more_info = 0;
1157 1269
1158 switch(op->type) { 1270 switch (op->type)
1271 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1272 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1273 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1274 case BOW:
1162 case ARROW: 1275 case ARROW:
1163 case WAND: 1276 case WAND:
1164 case FOOD: 1277 case FOOD:
1165 case FLESH: 1278 case FLESH:
1166 case DRINK: 1279 case DRINK:
1167 more_info = 0; 1280 more_info = 0;
1168 break; 1281 break;
1169 1282
1170 /* Armor type objects */ 1283 /* Armor type objects */
1171 case ARMOUR: 1284 case ARMOUR:
1172 case HELMET: 1285 case HELMET:
1173 case SHIELD: 1286 case SHIELD:
1174 case BOOTS: 1287 case BOOTS:
1175 case GLOVES: 1288 case GLOVES:
1176 case GIRDLE: 1289 case GIRDLE:
1177 case BRACERS: 1290 case BRACERS:
1178 case CLOAK: 1291 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1292 if (ARMOUR_SPEED (op))
1293 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1294 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1295 strcat (retbuf, buf);
1182 } 1296 }
1183 if (ARMOUR_SPELLS(op)) { 1297 if (ARMOUR_SPELLS (op))
1298 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1299 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1300 strcat (retbuf, buf);
1186 } 1301 }
1187 more_info=1; 1302 more_info = 1;
1188 break; 1303 break;
1189 1304
1190 case WEAPON: 1305 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1306 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1307 * make sense.
1193 */ 1308 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1309 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1310 if (i < 0)
1311 i = 0;
1196 1312
1197 sprintf(buf,"(weapon speed %d)", i); 1313 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1314 strcat (retbuf, buf);
1199 more_info=1; 1315 more_info = 1;
1200 break; 1316 break;
1201 1317
1202 } 1318 }
1203 if (more_info) { 1319 if (more_info)
1320 {
1204 if(op->stats.food) { 1321 if (op->stats.food)
1322 {
1205 if(op->stats.food!=0) 1323 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1324 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1325 strcat (retbuf, buf);
1208 } 1326 }
1209 if(op->stats.grace) { 1327 if (op->stats.grace)
1328 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1329 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1330 strcat (retbuf, buf);
1212 } 1331 }
1213 if(op->stats.sp) { 1332 if (op->stats.sp)
1333 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1334 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1335 strcat (retbuf, buf);
1216 } 1336 }
1217 if(op->stats.hp) { 1337 if (op->stats.hp)
1338 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1339 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1340 strcat (retbuf, buf);
1220 } 1341 }
1221 } 1342 }
1222 1343
1223 if(op->stats.luck) { 1344 if (op->stats.luck)
1345 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1346 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1347 strcat (retbuf, buf);
1226 } 1348 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1349 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1350 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1351 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1352 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1353 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1354 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1355 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1356 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1357 if (op->slaying != NULL && op->type != FOOD)
1358 {
1236 sprintf(buf,"(slay %s)", &op->slaying); 1359 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1360 strcat (retbuf, buf);
1238 } 1361 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1362 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1363 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1364 * non flesh, everyone can see its resistances
1242 */ 1365 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1366 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1367 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1368 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1369 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1370 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1371 }
1249 1372
1250 return retbuf; 1373 return retbuf;
1251} 1374}
1252 1375
1253/* Return true if the item is magical. A magical item is one that 1376/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1377 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1378 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1379 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1380 * should be marked as magical.
1258 */ 1381 */
1259 1382
1383int
1260int is_magical(const object *op) { 1384is_magical (const object *op)
1385{
1261 int i; 1386 int i;
1262 1387
1263 /* living creatures are considered non magical */ 1388 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1389 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; 1390 return 0;
1391
1392 /* This is a test for it being an artifact, as artifacts have titles */
1393 if (op->title != NULL)
1394 return 1;
1395
1396 /* Handle rings and amulets specially. If they change any of these
1397 * values, it means they are magical.
1398 */
1399 if ((op->type == AMULET || op->type == RING) &&
1400 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1401 return 1;
1402
1403 /* Check for stealty, speed, flying, or just plain magic in the boots */
1404 /* Presume any boots that hvae a move_type are special. */
1405 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1406 return 1;
1407
1408 /* Take care of amulet/shield that reflects spells/missiles */
1409 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1410 return 1;
1411
1412 /* Take care of helmet of xrays */
1413 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1414 return 1;
1415
1416 /* Potions & rods are always magical. Wands/staves are also magical,
1417 * assuming they still have any charges left.
1418 */
1419 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1420 return 1;
1421
1422 /* if something gives a protection, either positive or negative, its magical */
1423 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1424 * so this always works out fine.
1425 */
1426 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1427 if (op->resist[i])
1428 return 1;
1429
1430 /* Physical protection is expected on some item types, so they should
1431 * not be considered magical.
1432 */
1433 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1434 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1435 return 1;
1436
1437 /* power crystal, spellbooks, and scrolls are always magical. */
1438 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1439 return 1;
1440
1441 /* Check to see if it increases/decreases any stats */
1442 for (i = 0; i < NUM_STATS; i++)
1443 if (get_attr_value (&(op->stats), i) != 0)
1444 return 1;
1445
1446 /* If it doesn't fall into any of the above categories, must
1447 * be non magical.
1448 */
1449 return 0;
1324} 1450}
1325 1451
1326/* need_identify returns true if the item should be identified. This 1452/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1453 * function really should not exist - by default, any item not identified
1328 * should need it. 1454 * should need it.
1329 */ 1455 */
1330 1456
1457int
1331int need_identify(const object *op) { 1458need_identify (const object *op)
1459{
1332 switch(op->type) { 1460 switch (op->type)
1461 {
1333 case RING: 1462 case RING:
1334 case WAND: 1463 case WAND:
1335 case ROD: 1464 case ROD:
1336 case HORN: 1465 case HORN:
1337 case SCROLL: 1466 case SCROLL:
1360 case GEM: 1489 case GEM:
1361 case POWER_CRYSTAL: 1490 case POWER_CRYSTAL:
1362 case POISON: 1491 case POISON:
1363 case BOOK: 1492 case BOOK:
1364 case SKILL_TOOL: 1493 case SKILL_TOOL:
1365 return 1; 1494 return 1;
1366 } 1495 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1496 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1497 * archetype file can be updated, and this function removed.
1369 */ 1498 */
1370#if 0 1499#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1500 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1501#endif
1373 return 0; 1502 return 0;
1374} 1503}
1375
1376 1504
1377/* 1505/*
1378 * Supposed to fix face-values as well here, but later. 1506 * Supposed to fix face-values as well here, but later.
1379 */ 1507 */
1380 1508void
1381void identify(object *op) { 1509identify (object *op)
1510{
1382 object *pl; 1511 object *pl;
1383 1512
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1513 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1514 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1515 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1516
1388 /* 1517 /*
1389 * We want autojoining of equal objects: 1518 * We want autojoining of equal objects:
1390 */ 1519 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1521 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1522
1394 if (op->type == POTION) { 1523 if (op->type == POTION)
1524 {
1395 if (op->inv && op->randomitems) 1525 if (op->inv && op->randomitems)
1396 op->title = op->inv->name; 1526 op->title = op->inv->name;
1397 else if (op->arch) 1527 else if (op->arch)
1398 { 1528 {
1399 op->name = op->arch->clone.name; 1529 op->name = op->arch->clone.name;
1400 op->name_pl = op->arch->clone.name_pl; 1530 op->name_pl = op->arch->clone.name_pl;
1401 } 1531 }
1402 } 1532 }
1403 1533
1404 /* If the object is on a map, make sure we update its face */ 1534 /* If the object is on a map, make sure we update its face */
1405 if (op->map) 1535 if (op->map)
1406 update_object(op,UP_OBJ_FACE); 1536 update_object (op, UP_OBJ_FACE);
1407 else { 1537 else
1408 pl = is_player_inv(op->env); 1538 {
1539 pl = op->in_player ();
1409 if (pl) 1540 if (pl)
1410 /* A lot of the values can change from an update - might as well send 1541 /* A lot of the values can change from an update - might as well send
1411 * it all. 1542 * it all.
1412 */ 1543 */
1413 esrv_send_item(pl, op); 1544 esrv_send_item (pl, op);
1414 } 1545 }
1415} 1546}
1547

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