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|
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/* |
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* static char *rcsid_item_c = |
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* "$Id: item.C,v 1.3 2006-09-03 00:18:40 root Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
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#include <funcpoint.h> |
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#include <living.h> |
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#include <spells.h> |
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|
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/* the ordering of this is actually doesn't make a difference |
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* However, for ease of use, new entries should go at the end |
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* so those people that debug the code that get used to something |
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* being in the location 4 don't get confused. |
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* |
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* The ordering in save_name, use_name, nonuse_name. |
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* save_name is the name used to load/save it from files. It should |
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* match that of the doc/Developers/objects. The only |
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* real limitation is that it shouldn't have spaces or other characters |
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* that may mess up the match code. It must also start with body_ |
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* use_name is how we describe the location if we can use it. |
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* nonuse_name is how we describe it if we can't use it. I think |
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* the values below will make it pretty clear how those work out |
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* They are basically there to make life a little easier - if a character |
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* examines an item and it says it goes on 'your arm', its pretty clear |
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* they can use it. See the last sample (commented out) for a dragon |
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* Note that using the term 'human' may not be very accurate, humanoid |
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* may be better. |
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* Basically, for the use/nonuse, the code does something like: |
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* "This item goes %s\n", with the use/nonuse values filling in the %s |
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*/ |
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Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
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{"body_range", "in your range slot", "in a human's range slot"} |
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, |
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{"body_arm", "on your arm", "on a human's arm"} |
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, |
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{"body_torso", "on your body", "on a human's torso"} |
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, |
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{"body_head", "on your head", "on a human's head"} |
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, |
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{"body_neck", "around your neck", "around a humans neck"} |
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, |
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{"body_skill", "in your skill slot", "in a human's skill slot"} |
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, |
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{"body_finger", "on your finger", "on a human's finger"} |
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, |
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{"body_shoulder", "around your shoulders", "around a human's shoulders"} |
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, |
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{"body_foot", "on your feet", "on a human's feet"} |
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, |
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{"body_hand", "on your hands", "on a human's hands"} |
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, |
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{"body_wrist", "around your wrists", "around a human's wrist"} |
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, |
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{"body_waist", "around your waist", "around a human's waist"} |
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, |
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|
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/*{"body_dragon_torso", "your body", "a dragon's body"} */ |
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}; |
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|
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static char numbers[21][20] = { |
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"no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
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"eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", |
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"eighteen", "nineteen", "twenty" |
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}; |
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|
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static char numbers_10[10][20] = { |
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"zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
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"eighty", "ninety" |
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}; |
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|
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static char levelnumbers[21][20] = { |
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"zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", |
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"eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", |
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"fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", |
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"nineteen", "twentieth" |
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}; |
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|
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static char levelnumbers_10[11][20] = { |
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"zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", |
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"seventieth", "eightieth", "ninetieth" |
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}; |
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|
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/* The following is a large table of item types, the fields are: |
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* item number, item name, item name (plural), and two numbers that are the skills |
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* used to identify them. Anytime a new item type is added or removed, this list |
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* should be altered to reflect that. The defines for the numerical values are in |
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* define.h |
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*/ |
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static const typedata item_types[] = { |
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{PLAYER, "player", "players", 0, 0}, |
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{ROD, "rod", "rods", SK_THAUMATURGY, 0}, |
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{TREASURE, "treasure", "treasure", 0, 0}, |
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{POTION, "potion", "potions", SK_ALCHEMY, 0}, |
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{FOOD, "food", "food", SK_WOODSMAN, 0}, |
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{POISON, "poison", "poisons", SK_ALCHEMY, 0}, |
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{BOOK, "book", "books", SK_LITERACY, 0}, |
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{CLOCK, "clock", "clocks", 0, 0}, |
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{LIGHTNING, "lightning", "lightning", 0, 0}, |
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{ARROW, "arrow", "arrows", SK_BOWYER, 0}, |
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{BOW, "bow", "bows", SK_BOWYER, 0}, |
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{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, |
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{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, |
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{PEDESTAL, "pedestal", "pedestals", 0, 0}, |
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{ALTAR, "altar", "altars", 0, 0}, |
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{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, |
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{SPECIAL_KEY, "special key", "special keys", 0, 0}, |
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{MAP, "map", "maps", 0, 0}, |
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{DOOR, "door", "doors", 0, 0}, |
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{KEY, "key", "keys", 0, 0}, |
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{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, |
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{TRIGGER, "trigger", "triggers", 0, 0}, |
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{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, |
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{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, |
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{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, |
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{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, |
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{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, |
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{SHIELD, "shield", "shields", SK_SMITHERY, 0}, |
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{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, |
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{HORN, "horn", "horns", SK_THAUMATURGY, 0}, |
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{MONEY, "money", "money", 0, 0}, |
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{CLASS, "class", "classes", 0, 0}, |
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{GRAVESTONE, "gravestone", "gravestones", 0, 0}, |
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{AMULET, "amulet", "amulets", SK_JEWELER, 0}, |
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{PLAYERMOVER, "player mover", "player movers", 0, 0}, |
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{TELEPORTER, "teleporter", "teleporters", 0, 0}, |
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{CREATOR, "creator", "creators", 0, 0}, |
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{SKILL, "skill", "skills", 0, 0}, |
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{EXPERIENCE, "experience", "experience", 0, 0}, |
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{EARTHWALL, "earthwall", "earthwalls", 0, 0}, |
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{GOLEM, "golem", "golems", 0, 0}, |
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{THROWN_OBJ, "projectile", "projectiles", 0, 0}, |
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{BLINDNESS, "blindness", "blindness", 0, 0}, |
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{GOD, "god", "gods", 0, 0}, |
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{DETECTOR, "detector", "detectors", 0, 0}, |
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{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, |
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{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, |
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{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, |
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{MARKER, "marker", "markers", 0, 0}, |
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{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, |
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{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, |
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{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, |
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{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, |
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{GEM, "gem", "gems", SK_JEWELER, 0}, |
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{FIREWALL, "firewall", "firewalls", 0, 0}, |
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{ANVIL, "anvil", "anvils", 0, 0}, |
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{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, |
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{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, |
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{EXIT, "exit", "exits", 0, 0}, |
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{ENCOUNTER, "encounter", "encounters", 0, 0}, |
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{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, |
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{SHOP_MAT, "shop mat", "shop mats", 0, 0}, |
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{RING, "ring", "rings", SK_JEWELER, 0}, |
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{FLOOR, "floor", "floors", 0, 0}, |
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{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, |
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{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
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{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
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{LIGHTER, "lighter", "lighters", 0, 0}, |
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{TRAP_PART, "trap part", "trap parts", 0, 0}, |
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{WALL, "wall", "walls", 0, 0}, |
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{LIGHT_SOURCE, "light source", "light sources", 0, 0}, |
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{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
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{MONSTER, "monster", "monsters", 0, 0}, |
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{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0}, |
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{LAMP, "lamp", "lamps", 0, 0}, |
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{DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
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{TOOL, "tool", "tools", 0, 0}, |
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{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
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{BUILDFAC, "building facility", "building facilities", 0, 0}, |
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{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
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{SPINNER, "spinner", "spinners", 0, 0}, |
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{GATE, "gate", "gates", 0, 0}, |
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{BUTTON, "button", "buttons", 0, 0}, |
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{CF_HANDLE, "cf handle", "cf handles", 0, 0}, |
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{HOLE, "hole", "holes", 0, 0}, |
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{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
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{SIGN, "sign", "signs", 0, 0}, |
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{BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
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{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
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{SPELL, "spell", "spells", 0, 0}, |
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{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, |
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{CONVERTER, "converter", "converters", 0, 0}, |
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{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, |
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{POISONING, "poisoning", "poisonings", 0, 0}, |
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{SAVEBED, "savebed", "savebeds", 0, 0}, |
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{POISONCLOUD, "poison cloud", "poison clouds", 0, 0}, |
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{FIREHOLES, "fireholes", "fireholes", 0, 0}, |
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{WAND, "wand", "wands", SK_THAUMATURGY, 0}, |
213 |
{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, |
214 |
{DIRECTOR, "director", "directors", 0, 0}, |
215 |
{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, |
216 |
{FORCE, "force", "forces", 0, 0}, |
217 |
{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, |
218 |
{CLOSE_CON, "closed container", "closed container", 0, 0}, |
219 |
{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, |
220 |
{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, |
221 |
{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, |
222 |
{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, |
223 |
{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, |
224 |
{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, |
225 |
{MENU, "inventory list", "inventory lists", 0, 0}, |
226 |
{RUNE, "rune", "runes", 0, 0}, |
227 |
{TRAP, "trap", "traps", 0, 0}, |
228 |
{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, |
229 |
{CORPSE, "corpse", "corpses", 0, 0}, |
230 |
{DISEASE, "disease", "diseases", 0, 0}, |
231 |
{SYMPTOM, "symptom", "symptoms", 0, 0}, |
232 |
{BUILDER, "item builder", "item builders", 0, 0}, |
233 |
{MATERIAL, "building material", "building materials", 0, 0}, |
234 |
{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
235 |
}; |
236 |
|
237 |
const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
238 |
|
239 |
materialtype_t *materialt; |
240 |
|
241 |
/* |
242 |
materialtype material[NROFMATERIALS] = { |
243 |
* P M F E C C A D W G P S P T F C D D C C G H B I * |
244 |
* H A I L O O C R E H O L A U E A E E H O O O L N * |
245 |
* Y G R E L N I A A O I O R R A N P A A U D L I T * |
246 |
* S I E C D F D I P S S W A N R C L T O N Y N R * |
247 |
* I C T U N O T O L E E H S T P D N * |
248 |
{"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
249 |
{"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
250 |
{"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
251 |
{"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, |
252 |
{"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, |
253 |
{"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
254 |
{"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, |
255 |
{"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, |
256 |
{"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
257 |
{"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}}, |
258 |
{"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
259 |
{"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}}, |
260 |
{"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}} |
261 |
}; |
262 |
*/ |
263 |
|
264 |
/* This curve may be too steep. But the point is that there should |
265 |
* be tough choices - there is no real point to this if everyone can |
266 |
* wear whatever they want with no worries. Perhaps having the steep |
267 |
* curve is good (maybe even steeper), but allowing players to |
268 |
* have 2 * level instead. Ideally, top level characters should only be |
269 |
* able to use 2-3 of the most powerful items. |
270 |
* note that this table is only really used for program generated items - |
271 |
* custom objects can use whatever they want. |
272 |
*/ |
273 |
static int enc_to_item_power[21] = { |
274 |
0, 0, 1, 2, 3, 4, /* 5 */ |
275 |
5, 7, 9, 11, 13, /* 10 */ |
276 |
15, 18, 21, 24, 27, /* 15 */ |
277 |
30, 35, 40, 45, 50 /* 20 */ |
278 |
}; |
279 |
|
280 |
int |
281 |
get_power_from_ench (int ench) |
282 |
{ |
283 |
if (ench < 0) |
284 |
ench = 0; |
285 |
if (ench > 20) |
286 |
ench = 20; |
287 |
return enc_to_item_power[ench]; |
288 |
} |
289 |
|
290 |
/* This takes an object 'op' and figures out what its item_power |
291 |
* rating should be. This should only really be used by the treasure |
292 |
* generation code, and when loading legacy objects. It returns |
293 |
* the item_power it calculates. |
294 |
* If flag is 1, we return the number of enchantment, and not the |
295 |
* the power. This is used in the treasure code. |
296 |
*/ |
297 |
int |
298 |
calc_item_power (const object *op, int flag) |
299 |
{ |
300 |
int i, tmp, enc; |
301 |
|
302 |
enc = 0; |
303 |
for (i = 0; i < NUM_STATS; i++) |
304 |
enc += get_attr_value (&op->stats, i); |
305 |
|
306 |
/* This protection logic is pretty flawed. 20% fire resistance |
307 |
* is much more valuable than 20% confusion, or 20% slow, or |
308 |
* several others. Start at 1 - ignore physical - all that normal |
309 |
* armour shouldn't be counted against |
310 |
*/ |
311 |
tmp = 0; |
312 |
for (i = 1; i < NROFATTACKS; i++) |
313 |
tmp += op->resist[i]; |
314 |
|
315 |
/* Add/substract 10 so that the rounding works out right */ |
316 |
if (tmp > 0) |
317 |
enc += (tmp + 10) / 20; |
318 |
else if (tmp < 0) |
319 |
enc += (tmp - 10) / 20; |
320 |
|
321 |
enc += op->magic; |
322 |
|
323 |
/* For each attacktype a weapon has, one more encantment. Start at 1 - |
324 |
* physical doesn't count against total. |
325 |
*/ |
326 |
if (op->type == WEAPON) |
327 |
{ |
328 |
for (i = 1; i < NROFATTACKS; i++) |
329 |
if (op->attacktype & (1 << i)) |
330 |
enc++; |
331 |
if (op->slaying) |
332 |
enc += 2; /* What it slays is probably more relevent */ |
333 |
} |
334 |
/* Items the player can equip */ |
335 |
if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || |
336 |
(op->type == SHIELD) || (op->type == RING) || |
337 |
(op->type == BOOTS) || (op->type == GLOVES) || |
338 |
(op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) |
339 |
{ |
340 |
enc += op->stats.food; /* sustenance */ |
341 |
enc += op->stats.hp; /* hp regen */ |
342 |
enc += op->stats.sp; /* mana regen */ |
343 |
enc += op->stats.grace; /* grace regen */ |
344 |
enc += op->stats.exp; /* speed bonus */ |
345 |
} |
346 |
enc += op->stats.luck; |
347 |
|
348 |
/* Do spell paths now */ |
349 |
for (i = 1; i < NRSPELLPATHS; i++) |
350 |
{ |
351 |
if (op->path_attuned & (1 << i)) |
352 |
enc++; |
353 |
else if (op->path_denied & (1 << i)) |
354 |
enc -= 2; |
355 |
else if (op->path_repelled & (1 << i)) |
356 |
enc--; |
357 |
} |
358 |
|
359 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
360 |
enc += 5; |
361 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) |
362 |
enc += 3; |
363 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) |
364 |
enc += 2; |
365 |
if (QUERY_FLAG (op, FLAG_STEALTH)) |
366 |
enc += 1; |
367 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
368 |
enc += 2; |
369 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
370 |
enc += 1; |
371 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
372 |
enc += 1; |
373 |
|
374 |
return get_power_from_ench (enc); |
375 |
|
376 |
} |
377 |
|
378 |
/* returns the typedata that has a number equal to itemtype, if there |
379 |
* isn't one, returns NULL */ |
380 |
|
381 |
const typedata * |
382 |
get_typedata (int itemtype) |
383 |
{ |
384 |
int i; |
385 |
|
386 |
for (i = 0; i < item_types_size; i++) |
387 |
if (item_types[i].number == itemtype) |
388 |
return &item_types[i]; |
389 |
return NULL; |
390 |
} |
391 |
|
392 |
/* returns the typedata that has a name equal to itemtype, if there |
393 |
* isn't one, return the plural name that matches, if there still isn't |
394 |
* one return NULL */ |
395 |
|
396 |
const typedata * |
397 |
get_typedata_by_name (const char *name) |
398 |
{ |
399 |
int i; |
400 |
|
401 |
for (i = 0; i < item_types_size; i++) |
402 |
if (!strcmp (item_types[i].name, name)) |
403 |
return &item_types[i]; |
404 |
for (i = 0; i < item_types_size; i++) |
405 |
if (!strcmp (item_types[i].name_pl, name)) |
406 |
{ |
407 |
LOG (llevInfo, |
408 |
"get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); |
409 |
return &item_types[i]; |
410 |
} |
411 |
return NULL; |
412 |
} |
413 |
|
414 |
/* describe_resistance generates the visible naming for resistances. |
415 |
* returns a static array of the description. This can return |
416 |
* a big buffer. |
417 |
* if newline is true, we don't put parens around the description |
418 |
* but do put a newline at the end. Useful when dumping to files |
419 |
*/ |
420 |
char * |
421 |
describe_resistance (const object *op, int newline) |
422 |
{ |
423 |
static char buf[VERY_BIG_BUF]; |
424 |
char buf1[VERY_BIG_BUF]; |
425 |
int tmpvar; |
426 |
|
427 |
buf[0] = 0; |
428 |
for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) |
429 |
{ |
430 |
if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) |
431 |
{ |
432 |
if (!newline) |
433 |
sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); |
434 |
else |
435 |
sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); |
436 |
|
437 |
strcat (buf, buf1); |
438 |
} |
439 |
} |
440 |
return buf; |
441 |
} |
442 |
|
443 |
|
444 |
/* |
445 |
* query_weight(object) returns a character pointer to a static buffer |
446 |
* containing the text-representation of the weight of the given object. |
447 |
* The buffer will be overwritten by the next call to query_weight(). |
448 |
*/ |
449 |
|
450 |
char * |
451 |
query_weight (const object *op) |
452 |
{ |
453 |
static char buf[10]; |
454 |
sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; |
455 |
|
456 |
if (op->weight < 0) |
457 |
return " "; |
458 |
if (i % 1000) |
459 |
sprintf (buf, "%6.1f", i / 1000.0); |
460 |
else |
461 |
sprintf (buf, "%4d ", i / 1000); |
462 |
return buf; |
463 |
} |
464 |
|
465 |
/* |
466 |
* Returns the pointer to a static buffer containing |
467 |
* the number requested (of the form first, second, third...) |
468 |
*/ |
469 |
|
470 |
char * |
471 |
get_levelnumber (int i) |
472 |
{ |
473 |
static char buf[MAX_BUF]; |
474 |
|
475 |
if (i > 99) |
476 |
{ |
477 |
sprintf (buf, "%d.", i); |
478 |
return buf; |
479 |
} |
480 |
if (i < 21) |
481 |
return levelnumbers[i]; |
482 |
if (!(i % 10)) |
483 |
return levelnumbers_10[i / 10]; |
484 |
strcpy (buf, numbers_10[i / 10]); |
485 |
strcat (buf, levelnumbers[i % 10]); |
486 |
return buf; |
487 |
} |
488 |
|
489 |
|
490 |
/* |
491 |
* get_number(integer) returns the text-representation of the given number |
492 |
* in a static buffer. The buffer might be overwritten at the next |
493 |
* call to get_number(). |
494 |
* It is currently only used by the query_name() function. |
495 |
*/ |
496 |
|
497 |
char * |
498 |
get_number (int i) |
499 |
{ |
500 |
if (i <= 20) |
501 |
return numbers[i]; |
502 |
else |
503 |
{ |
504 |
static char buf[MAX_BUF]; |
505 |
|
506 |
sprintf (buf, "%d", i); |
507 |
return buf; |
508 |
} |
509 |
} |
510 |
|
511 |
/* |
512 |
* Returns pointer to static buffer containing ring's or amulet's |
513 |
* abilities |
514 |
* These are taken from old query_name(), but it would work better |
515 |
* if describle_item() would be called to get this information and |
516 |
* caller would handle FULL_RING_DESCRIPTION definition. |
517 |
* Or make FULL_RING_DESCRIPTION standard part of a game and let |
518 |
* client handle names. |
519 |
*/ |
520 |
|
521 |
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
522 |
* from stats.sp - b.t. |
523 |
*/ |
524 |
char * |
525 |
ring_desc (const object *op) |
526 |
{ |
527 |
static char buf[VERY_BIG_BUF]; |
528 |
int attr, val, len; |
529 |
|
530 |
buf[0] = 0; |
531 |
|
532 |
if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) |
533 |
return buf; |
534 |
|
535 |
for (attr = 0; attr < NUM_STATS; attr++) |
536 |
{ |
537 |
if ((val = get_attr_value (&(op->stats), attr)) != 0) |
538 |
{ |
539 |
sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); |
540 |
} |
541 |
} |
542 |
if (op->stats.exp) |
543 |
sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); |
544 |
if (op->stats.wc) |
545 |
sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); |
546 |
if (op->stats.dam) |
547 |
sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam); |
548 |
if (op->stats.ac) |
549 |
sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac); |
550 |
|
551 |
strcat (buf, describe_resistance (op, 0)); |
552 |
|
553 |
if (op->stats.food != 0) |
554 |
sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food); |
555 |
/* else if (op->stats.food < 0) |
556 |
sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ |
557 |
if (op->stats.grace) |
558 |
sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace); |
559 |
if (op->stats.sp && op->type != SKILL) |
560 |
sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp); |
561 |
if (op->stats.hp) |
562 |
sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp); |
563 |
if (op->stats.luck) |
564 |
sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck); |
565 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
566 |
strcat (buf, "(lifesaving)"); |
567 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) |
568 |
strcat (buf, "(reflect spells)"); |
569 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) |
570 |
strcat (buf, "(reflect missiles)"); |
571 |
if (QUERY_FLAG (op, FLAG_STEALTH)) |
572 |
strcat (buf, "(stealth)"); |
573 |
/* Shorten some of the names, so they appear better in the windows */ |
574 |
len = strlen (buf); |
575 |
DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); |
576 |
DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); |
577 |
DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); |
578 |
|
579 |
/* if(op->item_power) |
580 |
sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); |
581 |
*/ |
582 |
if (buf[0] == 0 && op->type != SKILL) |
583 |
strcpy (buf, "of adornment"); |
584 |
|
585 |
|
586 |
return buf; |
587 |
} |
588 |
|
589 |
/* |
590 |
* query_short_name(object) is similar to query_name, but doesn't |
591 |
* contain any information about object status (worn/cursed/etc.) |
592 |
*/ |
593 |
const char * |
594 |
query_short_name (const object *op) |
595 |
{ |
596 |
static char buf[HUGE_BUF]; |
597 |
char buf2[HUGE_BUF]; |
598 |
int len = 0; |
599 |
|
600 |
if (op->name == NULL) |
601 |
return "(null)"; |
602 |
if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
603 |
return op->name; /* To speed things up (or make things slower?) */ |
604 |
|
605 |
if (op->nrof <= 1) |
606 |
safe_strcat (buf, op->name, &len, HUGE_BUF); |
607 |
else |
608 |
safe_strcat (buf, op->name_pl, &len, HUGE_BUF); |
609 |
|
610 |
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
611 |
{ |
612 |
safe_strcat (buf, " ", &len, HUGE_BUF); |
613 |
safe_strcat (buf, op->title, &len, HUGE_BUF); |
614 |
} |
615 |
|
616 |
switch (op->type) |
617 |
{ |
618 |
case SPELLBOOK: |
619 |
case SCROLL: |
620 |
case WAND: |
621 |
case ROD: |
622 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
623 |
{ |
624 |
if (!op->title) |
625 |
{ |
626 |
safe_strcat (buf, " of ", &len, HUGE_BUF); |
627 |
if (op->inv) |
628 |
safe_strcat (buf, op->inv->name, &len, HUGE_BUF); |
629 |
else |
630 |
LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); |
631 |
} |
632 |
if (op->type != SPELLBOOK) |
633 |
{ |
634 |
sprintf (buf2, " (lvl %d)", op->level); |
635 |
safe_strcat (buf, buf2, &len, HUGE_BUF); |
636 |
} |
637 |
} |
638 |
break; |
639 |
|
640 |
case SKILL: |
641 |
case AMULET: |
642 |
case RING: |
643 |
if (!op->title) |
644 |
{ |
645 |
/* If ring has a title, full description isn't so useful */ |
646 |
char *s = ring_desc (op); |
647 |
|
648 |
if (s[0]) |
649 |
{ |
650 |
safe_strcat (buf, " ", &len, HUGE_BUF); |
651 |
safe_strcat (buf, s, &len, HUGE_BUF); |
652 |
} |
653 |
} |
654 |
break; |
655 |
default: |
656 |
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
657 |
{ |
658 |
sprintf (buf2, " %+d", op->magic); |
659 |
safe_strcat (buf, buf2, &len, HUGE_BUF); |
660 |
} |
661 |
} |
662 |
return buf; |
663 |
} |
664 |
|
665 |
/* |
666 |
* query_name(object) returns a character pointer pointing to a static |
667 |
* buffer which contains a verbose textual representation of the name |
668 |
* of the given object. |
669 |
* cf 0.92.6: Put in 5 buffers that it will cycle through. In this way, |
670 |
* you can make several calls to query_name before the bufs start getting |
671 |
* overwritten. This may be a bad thing (it may be easier to assume the value |
672 |
* returned is good forever.) However, it makes printing statements that |
673 |
* use several names much easier (don't need to store them to temp variables.) |
674 |
* |
675 |
*/ |
676 |
char * |
677 |
query_name (const object *op) |
678 |
{ |
679 |
static char buf[5][HUGE_BUF]; |
680 |
static int use_buf = 0; |
681 |
int len = 0; |
682 |
|
683 |
#ifdef NEW_MATERIAL_CODE |
684 |
materialtype_t *mt; |
685 |
#endif |
686 |
|
687 |
use_buf++; |
688 |
use_buf %= 5; |
689 |
|
690 |
#ifdef NEW_MATERIAL_CODE |
691 |
if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) |
692 |
{ |
693 |
mt = name_to_material (op->materialname); |
694 |
if (mt) |
695 |
{ |
696 |
safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); |
697 |
safe_strcat (buf[use_buf], " ", &len, HUGE_BUF); |
698 |
} |
699 |
} |
700 |
#endif |
701 |
|
702 |
safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF); |
703 |
|
704 |
if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
705 |
safe_strcat (buf[use_buf], " *", &len, HUGE_BUF); |
706 |
if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) |
707 |
safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF); |
708 |
|
709 |
if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
710 |
{ |
711 |
if (QUERY_FLAG (op, FLAG_DAMNED)) |
712 |
safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); |
713 |
else if (QUERY_FLAG (op, FLAG_CURSED)) |
714 |
safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); |
715 |
} |
716 |
/* Basically, if the object is known magical (detect magic spell on it), |
717 |
* and it isn't identified, print out the fact that |
718 |
* it is magical. Assume that the detect magical spell will only set |
719 |
* KNOWN_MAGICAL if the item actually is magical. |
720 |
* |
721 |
* Changed in V 0.91.4 - still print that the object is magical even |
722 |
* if it has been applied. Equipping an item does not tell full |
723 |
* abilities, especially for artifact items. |
724 |
*/ |
725 |
if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) |
726 |
safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF); |
727 |
|
728 |
#if 0 |
729 |
/* item_power will be returned in desribe_item - it shouldn't really |
730 |
* be returned in the name. |
731 |
*/ |
732 |
if (op->item_power) |
733 |
sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); |
734 |
|
735 |
#endif |
736 |
|
737 |
if (QUERY_FLAG (op, FLAG_APPLIED)) |
738 |
{ |
739 |
switch (op->type) |
740 |
{ |
741 |
case BOW: |
742 |
case WAND: |
743 |
case ROD: |
744 |
case HORN: |
745 |
safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); |
746 |
break; |
747 |
case WEAPON: |
748 |
safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); |
749 |
break; |
750 |
case ARMOUR: |
751 |
case HELMET: |
752 |
case SHIELD: |
753 |
case RING: |
754 |
case BOOTS: |
755 |
case GLOVES: |
756 |
case AMULET: |
757 |
case GIRDLE: |
758 |
case BRACERS: |
759 |
case CLOAK: |
760 |
safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); |
761 |
break; |
762 |
case CONTAINER: |
763 |
safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); |
764 |
break; |
765 |
case SKILL: |
766 |
default: |
767 |
safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); |
768 |
} |
769 |
} |
770 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
771 |
safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); |
772 |
|
773 |
return buf[use_buf]; |
774 |
} |
775 |
|
776 |
/* |
777 |
* query_base_name(object) returns a character pointer pointing to a static |
778 |
* buffer which contains a verbose textual representation of the name |
779 |
* of the given object. The buffer will be overwritten at the next |
780 |
* call to query_base_name(). This is a lot like query_name, but we |
781 |
* don't include the item count or item status. Used for inventory sorting |
782 |
* and sending to client. |
783 |
* If plural is set, we generate the plural name of this. |
784 |
*/ |
785 |
const char * |
786 |
query_base_name (const object *op, int plural) |
787 |
{ |
788 |
static char buf[MAX_BUF], buf2[MAX_BUF]; |
789 |
int len; |
790 |
materialtype_t *mt; |
791 |
|
792 |
if ((!plural && !op->name) || (plural && !op->name_pl)) |
793 |
return "(null)"; |
794 |
|
795 |
if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
796 |
return op->name; /* To speed things up (or make things slower?) */ |
797 |
|
798 |
if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) |
799 |
mt = name_to_material (op->materialname); |
800 |
|
801 |
#ifdef NEW_MATERIAL_CODE |
802 |
if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && |
803 |
op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) |
804 |
{ |
805 |
strcpy (buf, mt->description); |
806 |
len = strlen (buf); |
807 |
safe_strcat (buf, " ", &len, MAX_BUF); |
808 |
if (!plural) |
809 |
safe_strcat (buf, op->name, &len, MAX_BUF); |
810 |
else |
811 |
safe_strcat (buf, op->name_pl, &len, MAX_BUF); |
812 |
} |
813 |
else |
814 |
{ |
815 |
#endif |
816 |
if (!plural) |
817 |
strcpy (buf, op->name); |
818 |
else |
819 |
strcpy (buf, op->name_pl); |
820 |
len = strlen (buf); |
821 |
#ifdef NEW_MATERIAL_CODE |
822 |
} |
823 |
#endif |
824 |
|
825 |
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
826 |
{ |
827 |
safe_strcat (buf, " ", &len, MAX_BUF); |
828 |
safe_strcat (buf, op->title, &len, MAX_BUF); |
829 |
} |
830 |
|
831 |
switch (op->type) |
832 |
{ |
833 |
case SPELLBOOK: |
834 |
case SCROLL: |
835 |
case WAND: |
836 |
case ROD: |
837 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
838 |
{ |
839 |
if (!op->title) |
840 |
{ |
841 |
safe_strcat (buf, " of ", &len, MAX_BUF); |
842 |
if (op->inv) |
843 |
safe_strcat (buf, op->inv->name, &len, MAX_BUF); |
844 |
else |
845 |
LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); |
846 |
} |
847 |
if (op->type != SPELLBOOK) |
848 |
{ |
849 |
sprintf (buf2, " (lvl %d)", op->level); |
850 |
safe_strcat (buf, buf2, &len, MAX_BUF); |
851 |
} |
852 |
} |
853 |
break; |
854 |
|
855 |
|
856 |
case SKILL: |
857 |
case AMULET: |
858 |
case RING: |
859 |
if (!op->title) |
860 |
{ |
861 |
/* If ring has a title, full description isn't so useful */ |
862 |
char *s = ring_desc (op); |
863 |
|
864 |
if (s[0]) |
865 |
{ |
866 |
safe_strcat (buf, " ", &len, MAX_BUF); |
867 |
safe_strcat (buf, s, &len, MAX_BUF); |
868 |
} |
869 |
} |
870 |
break; |
871 |
default: |
872 |
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
873 |
{ |
874 |
sprintf (buf + strlen (buf), " %+d", op->magic); |
875 |
} |
876 |
} |
877 |
return buf; |
878 |
} |
879 |
|
880 |
/* Break this off from describe_item - that function was way |
881 |
* too long, making it difficult to read. This function deals |
882 |
* with describing the monsters & players abilities. It should only |
883 |
* be called with monster & player objects. Returns a description |
884 |
* in a static buffer. |
885 |
*/ |
886 |
|
887 |
static char * |
888 |
describe_monster (const object *op) |
889 |
{ |
890 |
char buf[MAX_BUF]; |
891 |
static char retbuf[VERY_BIG_BUF]; |
892 |
int i; |
893 |
|
894 |
retbuf[0] = '\0'; |
895 |
|
896 |
/* Note that the resolution this provides for players really isn't |
897 |
* very good. Any player with a speed greater than .67 will |
898 |
* fall into the 'lightning fast movement' category. |
899 |
*/ |
900 |
if (FABS (op->speed) > MIN_ACTIVE_SPEED) |
901 |
{ |
902 |
switch ((int) ((FABS (op->speed)) * 15)) |
903 |
{ |
904 |
case 0: |
905 |
strcat (retbuf, "(very slow movement)"); |
906 |
break; |
907 |
case 1: |
908 |
strcat (retbuf, "(slow movement)"); |
909 |
break; |
910 |
case 2: |
911 |
strcat (retbuf, "(normal movement)"); |
912 |
break; |
913 |
case 3: |
914 |
case 4: |
915 |
strcat (retbuf, "(fast movement)"); |
916 |
break; |
917 |
case 5: |
918 |
case 6: |
919 |
strcat (retbuf, "(very fast movement)"); |
920 |
break; |
921 |
case 7: |
922 |
case 8: |
923 |
case 9: |
924 |
case 10: |
925 |
strcat (retbuf, "(extremely fast movement)"); |
926 |
break; |
927 |
default: |
928 |
strcat (retbuf, "(lightning fast movement)"); |
929 |
break; |
930 |
} |
931 |
} |
932 |
if (QUERY_FLAG (op, FLAG_UNDEAD)) |
933 |
strcat (retbuf, "(undead)"); |
934 |
if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) |
935 |
strcat (retbuf, "(see invisible)"); |
936 |
if (QUERY_FLAG (op, FLAG_USE_WEAPON)) |
937 |
strcat (retbuf, "(wield weapon)"); |
938 |
if (QUERY_FLAG (op, FLAG_USE_BOW)) |
939 |
strcat (retbuf, "(archer)"); |
940 |
if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) |
941 |
strcat (retbuf, "(wear armour)"); |
942 |
if (QUERY_FLAG (op, FLAG_USE_RING)) |
943 |
strcat (retbuf, "(wear ring)"); |
944 |
if (QUERY_FLAG (op, FLAG_USE_SCROLL)) |
945 |
strcat (retbuf, "(read scroll)"); |
946 |
if (QUERY_FLAG (op, FLAG_USE_RANGE)) |
947 |
strcat (retbuf, "(fires wand/rod/horn)"); |
948 |
if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) |
949 |
strcat (retbuf, "(skill user)"); |
950 |
if (QUERY_FLAG (op, FLAG_CAST_SPELL)) |
951 |
strcat (retbuf, "(spellcaster)"); |
952 |
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
953 |
strcat (retbuf, "(friendly)"); |
954 |
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) |
955 |
strcat (retbuf, "(unaggressive)"); |
956 |
if (QUERY_FLAG (op, FLAG_HITBACK)) |
957 |
strcat (retbuf, "(hitback)"); |
958 |
if (QUERY_FLAG (op, FLAG_STEALTH)) |
959 |
strcat (retbuf, "(stealthy)"); |
960 |
if (op->randomitems != NULL) |
961 |
{ |
962 |
treasure *t; |
963 |
int first = 1; |
964 |
|
965 |
for (t = op->randomitems->items; t != NULL; t = t->next) |
966 |
if (t->item && (t->item->clone.type == SPELL)) |
967 |
{ |
968 |
if (first) |
969 |
{ |
970 |
first = 0; |
971 |
strcat (retbuf, "(Spell abilities:)"); |
972 |
} |
973 |
strcat (retbuf, "("); |
974 |
strcat (retbuf, t->item->clone.name); |
975 |
strcat (retbuf, ")"); |
976 |
} |
977 |
} |
978 |
if (op->type == PLAYER) |
979 |
{ |
980 |
if (op->contr->digestion) |
981 |
{ |
982 |
if (op->contr->digestion != 0) |
983 |
sprintf (buf, "(sustenance%+d)", op->contr->digestion); |
984 |
strcat (retbuf, buf); |
985 |
} |
986 |
if (op->contr->gen_grace) |
987 |
{ |
988 |
sprintf (buf, "(grace%+d)", op->contr->gen_grace); |
989 |
strcat (retbuf, buf); |
990 |
} |
991 |
if (op->contr->gen_sp) |
992 |
{ |
993 |
sprintf (buf, "(magic%+d)", op->contr->gen_sp); |
994 |
strcat (retbuf, buf); |
995 |
} |
996 |
if (op->contr->gen_hp) |
997 |
{ |
998 |
sprintf (buf, "(regeneration%+d)", op->contr->gen_hp); |
999 |
strcat (retbuf, buf); |
1000 |
} |
1001 |
if (op->stats.luck) |
1002 |
{ |
1003 |
sprintf (buf, "(luck%+d)", op->stats.luck); |
1004 |
strcat (retbuf, buf); |
1005 |
} |
1006 |
} |
1007 |
|
1008 |
/* describe attacktypes */ |
1009 |
if (is_dragon_pl (op)) |
1010 |
{ |
1011 |
/* for dragon players display the attacktypes from clawing skill |
1012 |
* Break apart the for loop - move the comparison checking down - |
1013 |
* this makes it more readable. |
1014 |
*/ |
1015 |
object *tmp; |
1016 |
|
1017 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1018 |
if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) |
1019 |
break; |
1020 |
|
1021 |
if (tmp && tmp->attacktype != 0) |
1022 |
{ |
1023 |
DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); |
1024 |
} |
1025 |
else |
1026 |
{ |
1027 |
DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); |
1028 |
} |
1029 |
} |
1030 |
else |
1031 |
{ |
1032 |
DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); |
1033 |
} |
1034 |
DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); |
1035 |
DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); |
1036 |
DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); |
1037 |
for (i = 0; i < NROFATTACKS; i++) |
1038 |
{ |
1039 |
if (op->resist[i]) |
1040 |
{ |
1041 |
sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); |
1042 |
strcat (retbuf, buf); |
1043 |
} |
1044 |
} |
1045 |
return retbuf; |
1046 |
} |
1047 |
|
1048 |
|
1049 |
/* |
1050 |
* Returns a pointer to a static buffer which contains a |
1051 |
* description of the given object. |
1052 |
* If it is a monster, lots of information about its abilities |
1053 |
* will be returned. |
1054 |
* If it is an item, lots of information about which abilities |
1055 |
* will be gained about its user will be returned. |
1056 |
* If it is a player, it writes out the current abilities |
1057 |
* of the player, which is usually gained by the items applied. |
1058 |
* It would be really handy to actually pass another object |
1059 |
* pointer on who is examining this object. Then, you could reveal |
1060 |
* certain information depending on what the examiner knows, eg, |
1061 |
* wouldn't need to use the SEE_INVISIBLE flag to know it is |
1062 |
* a dragon player examining food. Could have things like |
1063 |
* a dwarven axe, in which the full abilities are only known to |
1064 |
* dwarves, etc. |
1065 |
* |
1066 |
* This function is really much more complicated than it should |
1067 |
* be, because different objects have different meanings |
1068 |
* for the same field (eg, wands use 'food' for charges). This |
1069 |
* means these special cases need to be worked out. |
1070 |
* |
1071 |
* Add 'owner' who is the person examining this object. |
1072 |
* owner can be null if no one is being associated with this |
1073 |
* item (eg, debug dump or the like) |
1074 |
*/ |
1075 |
|
1076 |
char * |
1077 |
describe_item (const object *op, object *owner) |
1078 |
{ |
1079 |
char buf[MAX_BUF]; |
1080 |
static char retbuf[VERY_BIG_BUF]; |
1081 |
int identified, i; |
1082 |
|
1083 |
retbuf[0] = '\0'; |
1084 |
if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
1085 |
{ |
1086 |
return describe_monster (op); |
1087 |
} |
1088 |
/* figure this out once, instead of making multiple calls to need_identify. |
1089 |
* also makes the code easier to read. |
1090 |
*/ |
1091 |
if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED)) |
1092 |
identified = 1; |
1093 |
else |
1094 |
{ |
1095 |
strcpy (retbuf, "(unidentified)"); |
1096 |
identified = 0; |
1097 |
} |
1098 |
switch (op->type) |
1099 |
{ |
1100 |
case BOW: |
1101 |
case ARROW: |
1102 |
case WAND: |
1103 |
case ROD: |
1104 |
case HORN: |
1105 |
case WEAPON: |
1106 |
case ARMOUR: |
1107 |
case HELMET: |
1108 |
case SHIELD: |
1109 |
case BOOTS: |
1110 |
case GLOVES: |
1111 |
case GIRDLE: |
1112 |
case BRACERS: |
1113 |
case CLOAK: |
1114 |
case SKILL_TOOL: |
1115 |
break; /* We have more information to do below this switch */ |
1116 |
|
1117 |
case POWER_CRYSTAL: |
1118 |
if (op->stats.maxsp > 1000) |
1119 |
{ /*higher capacity crystals */ |
1120 |
i = (op->stats.maxsp % 100) / 10; |
1121 |
if (i) |
1122 |
snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); |
1123 |
else |
1124 |
snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); |
1125 |
} |
1126 |
else |
1127 |
snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); |
1128 |
strcat (retbuf, buf); |
1129 |
i = (op->stats.sp * 10) / op->stats.maxsp; |
1130 |
if (op->stats.sp == 0) |
1131 |
strcat (retbuf, "empty."); |
1132 |
else if (i == 0) |
1133 |
strcat (retbuf, "almost empty."); |
1134 |
else if (i < 3) |
1135 |
strcat (retbuf, "partially filled."); |
1136 |
else if (i < 6) |
1137 |
strcat (retbuf, "half full."); |
1138 |
else if (i < 9) |
1139 |
strcat (retbuf, "well charged."); |
1140 |
else if (op->stats.sp == op->stats.maxsp) |
1141 |
strcat (retbuf, "fully charged."); |
1142 |
else |
1143 |
strcat (retbuf, "almost full."); |
1144 |
break; |
1145 |
case FOOD: |
1146 |
case FLESH: |
1147 |
case DRINK: |
1148 |
if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1149 |
{ |
1150 |
sprintf (buf, "(food+%d)", op->stats.food); |
1151 |
strcat (retbuf, buf); |
1152 |
|
1153 |
if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) |
1154 |
{ |
1155 |
sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]); |
1156 |
strcat (retbuf, buf); |
1157 |
} |
1158 |
|
1159 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
1160 |
{ |
1161 |
if (op->stats.hp) |
1162 |
strcat (retbuf, "(heals)"); |
1163 |
if (op->stats.sp) |
1164 |
strcat (retbuf, "(spellpoint regen)"); |
1165 |
} |
1166 |
else |
1167 |
{ |
1168 |
if (op->stats.hp) |
1169 |
strcat (retbuf, "(damages)"); |
1170 |
if (op->stats.sp) |
1171 |
strcat (retbuf, "(spellpoint depletion)"); |
1172 |
} |
1173 |
} |
1174 |
break; |
1175 |
|
1176 |
|
1177 |
case SKILL: |
1178 |
case RING: |
1179 |
case AMULET: |
1180 |
if (op->item_power) |
1181 |
{ |
1182 |
sprintf (buf, "(item_power %+d)", op->item_power); |
1183 |
strcat (retbuf, buf); |
1184 |
} |
1185 |
if (op->title) |
1186 |
strcat (retbuf, ring_desc (op)); |
1187 |
return retbuf; |
1188 |
|
1189 |
default: |
1190 |
return retbuf; |
1191 |
} |
1192 |
|
1193 |
/* Down here, we more further describe equipment type items. |
1194 |
* only describe them if they have been identified or the like. |
1195 |
*/ |
1196 |
if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1197 |
{ |
1198 |
int attr, val; |
1199 |
|
1200 |
for (attr = 0; attr < NUM_STATS; attr++) |
1201 |
{ |
1202 |
if ((val = get_attr_value (&(op->stats), attr)) != 0) |
1203 |
{ |
1204 |
sprintf (buf, "(%s%+d)", short_stat_name[attr], val); |
1205 |
strcat (retbuf, buf); |
1206 |
} |
1207 |
} |
1208 |
|
1209 |
if (op->stats.exp) |
1210 |
{ |
1211 |
sprintf (buf, "(speed %+lld)", (long long) op->stats.exp); |
1212 |
strcat (retbuf, buf); |
1213 |
} |
1214 |
|
1215 |
|
1216 |
switch (op->type) |
1217 |
{ |
1218 |
case BOW: |
1219 |
case ARROW: |
1220 |
case GIRDLE: |
1221 |
case HELMET: |
1222 |
case SHIELD: |
1223 |
case BOOTS: |
1224 |
case GLOVES: |
1225 |
case WEAPON: |
1226 |
case SKILL: |
1227 |
case RING: |
1228 |
case AMULET: |
1229 |
case ARMOUR: |
1230 |
case BRACERS: |
1231 |
case FORCE: |
1232 |
case CLOAK: |
1233 |
if (op->stats.wc) |
1234 |
{ |
1235 |
sprintf (buf, "(wc%+d)", op->stats.wc); |
1236 |
strcat (retbuf, buf); |
1237 |
} |
1238 |
if (op->stats.dam) |
1239 |
{ |
1240 |
sprintf (buf, "(dam%+d)", op->stats.dam); |
1241 |
strcat (retbuf, buf); |
1242 |
} |
1243 |
if (op->stats.ac) |
1244 |
{ |
1245 |
sprintf (buf, "(ac%+d)", op->stats.ac); |
1246 |
strcat (retbuf, buf); |
1247 |
} |
1248 |
if ((op->type == WEAPON || op->type == BOW) && op->level > 0) |
1249 |
{ |
1250 |
sprintf (buf, "(improved %d/%d)", op->last_eat, op->level); |
1251 |
strcat (retbuf, buf); |
1252 |
} |
1253 |
break; |
1254 |
|
1255 |
default: |
1256 |
break; |
1257 |
} |
1258 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
1259 |
strcat (retbuf, "(xray-vision)"); |
1260 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
1261 |
strcat (retbuf, "(infravision)"); |
1262 |
|
1263 |
/* levitate was what is was before, so we'll keep it */ |
1264 |
if (op->move_type & MOVE_FLY_LOW) |
1265 |
strcat (retbuf, "(levitate)"); |
1266 |
|
1267 |
if (op->move_type & MOVE_FLY_HIGH) |
1268 |
strcat (retbuf, "(fly)"); |
1269 |
|
1270 |
if (op->move_type & MOVE_SWIM) |
1271 |
strcat (retbuf, "(swim)"); |
1272 |
|
1273 |
/* walking is presumed as 'normal', so doesn't need mentioning */ |
1274 |
|
1275 |
if (op->item_power) |
1276 |
{ |
1277 |
sprintf (buf, "(item_power %+d)", op->item_power); |
1278 |
strcat (retbuf, buf); |
1279 |
} |
1280 |
} /* End if identified or applied */ |
1281 |
|
1282 |
/* This blocks only deals with fully identified object. |
1283 |
* it is intentional that this is not an 'else' from a above - |
1284 |
* in this way, information is added. |
1285 |
*/ |
1286 |
if (identified) |
1287 |
{ |
1288 |
int more_info = 0; |
1289 |
|
1290 |
switch (op->type) |
1291 |
{ |
1292 |
case ROD: /* These use stats.sp for spell selection and stats.food */ |
1293 |
case HORN: /* and stats.hp for spell-point regeneration... */ |
1294 |
case BOW: |
1295 |
case ARROW: |
1296 |
case WAND: |
1297 |
case FOOD: |
1298 |
case FLESH: |
1299 |
case DRINK: |
1300 |
more_info = 0; |
1301 |
break; |
1302 |
|
1303 |
/* Armor type objects */ |
1304 |
case ARMOUR: |
1305 |
case HELMET: |
1306 |
case SHIELD: |
1307 |
case BOOTS: |
1308 |
case GLOVES: |
1309 |
case GIRDLE: |
1310 |
case BRACERS: |
1311 |
case CLOAK: |
1312 |
if (ARMOUR_SPEED (op)) |
1313 |
{ |
1314 |
sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0); |
1315 |
strcat (retbuf, buf); |
1316 |
} |
1317 |
if (ARMOUR_SPELLS (op)) |
1318 |
{ |
1319 |
sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op)); |
1320 |
strcat (retbuf, buf); |
1321 |
} |
1322 |
more_info = 1; |
1323 |
break; |
1324 |
|
1325 |
case WEAPON: |
1326 |
/* Calculate it the same way fix_player does so the results |
1327 |
* make sense. |
1328 |
*/ |
1329 |
i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; |
1330 |
if (i < 0) |
1331 |
i = 0; |
1332 |
|
1333 |
sprintf (buf, "(weapon speed %d)", i); |
1334 |
strcat (retbuf, buf); |
1335 |
more_info = 1; |
1336 |
break; |
1337 |
|
1338 |
} |
1339 |
if (more_info) |
1340 |
{ |
1341 |
if (op->stats.food) |
1342 |
{ |
1343 |
if (op->stats.food != 0) |
1344 |
sprintf (buf, "(sustenance%+d)", op->stats.food); |
1345 |
strcat (retbuf, buf); |
1346 |
} |
1347 |
if (op->stats.grace) |
1348 |
{ |
1349 |
sprintf (buf, "(grace%+d)", op->stats.grace); |
1350 |
strcat (retbuf, buf); |
1351 |
} |
1352 |
if (op->stats.sp) |
1353 |
{ |
1354 |
sprintf (buf, "(magic%+d)", op->stats.sp); |
1355 |
strcat (retbuf, buf); |
1356 |
} |
1357 |
if (op->stats.hp) |
1358 |
{ |
1359 |
sprintf (buf, "(regeneration%+d)", op->stats.hp); |
1360 |
strcat (retbuf, buf); |
1361 |
} |
1362 |
} |
1363 |
|
1364 |
if (op->stats.luck) |
1365 |
{ |
1366 |
sprintf (buf, "(luck%+d)", op->stats.luck); |
1367 |
strcat (retbuf, buf); |
1368 |
} |
1369 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
1370 |
strcat (retbuf, "(lifesaving)"); |
1371 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) |
1372 |
strcat (retbuf, "(reflect spells)"); |
1373 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) |
1374 |
strcat (retbuf, "(reflect missiles)"); |
1375 |
if (QUERY_FLAG (op, FLAG_STEALTH)) |
1376 |
strcat (retbuf, "(stealth)"); |
1377 |
if (op->slaying != NULL && op->type != FOOD) |
1378 |
{ |
1379 |
sprintf (buf, "(slay %s)", &op->slaying); |
1380 |
strcat (retbuf, buf); |
1381 |
} |
1382 |
DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); |
1383 |
/* resistance on flesh is only visible for quetzals. If |
1384 |
* non flesh, everyone can see its resistances |
1385 |
*/ |
1386 |
if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1387 |
strcat (retbuf, describe_resistance (op, 0)); |
1388 |
DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); |
1389 |
DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); |
1390 |
DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); |
1391 |
} |
1392 |
|
1393 |
return retbuf; |
1394 |
} |
1395 |
|
1396 |
/* Return true if the item is magical. A magical item is one that |
1397 |
* increases/decreases any abilities, provides a resistance, |
1398 |
* has a generic magical bonus, or is an artifact. |
1399 |
* This function is used by detect_magic to determine if an item |
1400 |
* should be marked as magical. |
1401 |
*/ |
1402 |
|
1403 |
int |
1404 |
is_magical (const object *op) |
1405 |
{ |
1406 |
int i; |
1407 |
|
1408 |
/* living creatures are considered non magical */ |
1409 |
if (QUERY_FLAG (op, FLAG_ALIVE)) |
1410 |
return 0; |
1411 |
|
1412 |
/* This is a test for it being an artifact, as artifacts have titles */ |
1413 |
if (op->title != NULL) |
1414 |
return 1; |
1415 |
|
1416 |
/* Handle rings and amulets specially. If they change any of these |
1417 |
* values, it means they are magical. |
1418 |
*/ |
1419 |
if ((op->type == AMULET || op->type == RING) && |
1420 |
(op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1421 |
return 1; |
1422 |
|
1423 |
/* Check for stealty, speed, flying, or just plain magic in the boots */ |
1424 |
/* Presume any boots that hvae a move_type are special. */ |
1425 |
if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) |
1426 |
return 1; |
1427 |
|
1428 |
/* Take care of amulet/shield that reflects spells/missiles */ |
1429 |
if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) |
1430 |
return 1; |
1431 |
|
1432 |
/* Take care of helmet of xrays */ |
1433 |
if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) |
1434 |
return 1; |
1435 |
|
1436 |
/* Potions & rods are always magical. Wands/staves are also magical, |
1437 |
* assuming they still have any charges left. |
1438 |
*/ |
1439 |
if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food)) |
1440 |
return 1; |
1441 |
|
1442 |
/* if something gives a protection, either positive or negative, its magical */ |
1443 |
/* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0, |
1444 |
* so this always works out fine. |
1445 |
*/ |
1446 |
for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++) |
1447 |
if (op->resist[i]) |
1448 |
return 1; |
1449 |
|
1450 |
/* Physical protection is expected on some item types, so they should |
1451 |
* not be considered magical. |
1452 |
*/ |
1453 |
if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD && |
1454 |
op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) |
1455 |
return 1; |
1456 |
|
1457 |
/* power crystal, spellbooks, and scrolls are always magical. */ |
1458 |
if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) |
1459 |
return 1; |
1460 |
|
1461 |
/* Check to see if it increases/decreases any stats */ |
1462 |
for (i = 0; i < NUM_STATS; i++) |
1463 |
if (get_attr_value (&(op->stats), i) != 0) |
1464 |
return 1; |
1465 |
|
1466 |
/* If it doesn't fall into any of the above categories, must |
1467 |
* be non magical. |
1468 |
*/ |
1469 |
return 0; |
1470 |
} |
1471 |
|
1472 |
/* need_identify returns true if the item should be identified. This |
1473 |
* function really should not exist - by default, any item not identified |
1474 |
* should need it. |
1475 |
*/ |
1476 |
|
1477 |
int |
1478 |
need_identify (const object *op) |
1479 |
{ |
1480 |
switch (op->type) |
1481 |
{ |
1482 |
case RING: |
1483 |
case WAND: |
1484 |
case ROD: |
1485 |
case HORN: |
1486 |
case SCROLL: |
1487 |
case SKILL: |
1488 |
case SKILLSCROLL: |
1489 |
case SPELLBOOK: |
1490 |
case FOOD: |
1491 |
case POTION: |
1492 |
case BOW: |
1493 |
case ARROW: |
1494 |
case WEAPON: |
1495 |
case ARMOUR: |
1496 |
case SHIELD: |
1497 |
case HELMET: |
1498 |
case AMULET: |
1499 |
case BOOTS: |
1500 |
case GLOVES: |
1501 |
case BRACERS: |
1502 |
case GIRDLE: |
1503 |
case CONTAINER: |
1504 |
case DRINK: |
1505 |
case FLESH: |
1506 |
case INORGANIC: |
1507 |
case CLOSE_CON: |
1508 |
case CLOAK: |
1509 |
case GEM: |
1510 |
case POWER_CRYSTAL: |
1511 |
case POISON: |
1512 |
case BOOK: |
1513 |
case SKILL_TOOL: |
1514 |
return 1; |
1515 |
} |
1516 |
/* Try to track down some stuff that may show up here. Thus, the |
1517 |
* archetype file can be updated, and this function removed. |
1518 |
*/ |
1519 |
#if 0 |
1520 |
LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1521 |
#endif |
1522 |
return 0; |
1523 |
} |
1524 |
|
1525 |
|
1526 |
/* |
1527 |
* Supposed to fix face-values as well here, but later. |
1528 |
*/ |
1529 |
|
1530 |
void |
1531 |
identify (object *op) |
1532 |
{ |
1533 |
object *pl; |
1534 |
|
1535 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1536 |
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
1537 |
CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); |
1538 |
|
1539 |
/* |
1540 |
* We want autojoining of equal objects: |
1541 |
*/ |
1542 |
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1543 |
SET_FLAG (op, FLAG_KNOWN_CURSED); |
1544 |
|
1545 |
if (op->type == POTION) |
1546 |
{ |
1547 |
if (op->inv && op->randomitems) |
1548 |
op->title = op->inv->name; |
1549 |
else if (op->arch) |
1550 |
{ |
1551 |
op->name = op->arch->clone.name; |
1552 |
op->name_pl = op->arch->clone.name_pl; |
1553 |
} |
1554 |
} |
1555 |
|
1556 |
/* If the object is on a map, make sure we update its face */ |
1557 |
if (op->map) |
1558 |
update_object (op, UP_OBJ_FACE); |
1559 |
else |
1560 |
{ |
1561 |
pl = is_player_inv (op->env); |
1562 |
if (pl) |
1563 |
/* A lot of the values can change from an update - might as well send |
1564 |
* it all. |
1565 |
*/ |
1566 |
esrv_send_item (pl, op); |
1567 |
} |
1568 |
} |