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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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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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{KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, |
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{KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
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{KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, |
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{KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, |
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{KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, |
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{KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, |
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{KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, |
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{KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
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{KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , |
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{KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
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{KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
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{KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
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{KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
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{KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
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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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{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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{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}, |
152 |
{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, |
153 |
{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}, |
164 |
{BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
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{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
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{LAMP, "lamp", "lamps", 0, 0}, |
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{DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
168 |
{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
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{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
170 |
{SPINNER, "spinner", "spinners", 0, 0}, |
171 |
{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}, |
178 |
{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
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{SPELL, "spell", "spells", 0, 0}, |
180 |
{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, |
181 |
{CONVERTER, "converter", "converters", 0, 0}, |
182 |
{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, |
183 |
{POISONING, "poisoning", "poisonings", 0, 0}, |
184 |
{SAVEBED, "savebed", "savebeds", 0, 0}, |
185 |
{WAND, "wand", "wands", SK_THAUMATURGY, 0}, |
186 |
{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, |
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{DIRECTOR, "director", "directors", 0, 0}, |
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{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, |
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{FORCE, "force", "forces", 0, 0}, |
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{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, |
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{CLOSE_CON, "closed container", "closed container", 0, 0}, |
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{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, |
193 |
{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, |
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{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, |
195 |
{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, |
196 |
{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, |
197 |
{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, |
198 |
{MENU, "inventory list", "inventory lists", 0, 0}, |
199 |
{RUNE, "rune", "runes", 0, 0}, |
200 |
{TRAP, "trap", "traps", 0, 0}, |
201 |
{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, |
202 |
{CORPSE, "corpse", "corpses", 0, 0}, |
203 |
{DISEASE, "disease", "diseases", 0, 0}, |
204 |
{SYMPTOM, "symptom", "symptoms", 0, 0}, |
205 |
{BUILDER, "item builder", "item builders", 0, 0}, |
206 |
{MATERIAL, "building material", "building materials", 0, 0}, |
207 |
{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
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}; |
209 |
|
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const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
211 |
|
212 |
materialtype_t *materialt; |
213 |
|
214 |
/* |
215 |
materialtype material[NROFMATERIALS] = { |
216 |
* P M F E C C A D W G P S P T F C D D C C G H B I * |
217 |
* H A I L O O C R E H O L A U E A E E H O O O L N * |
218 |
* Y G R E L N I A A O I O R R A N P A A U D L I T * |
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* S I E C D F D I P S S W A N R C L T O N Y N R * |
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* I C T U N O T O L E E H S T P D N * |
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{"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}}, |
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{"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}}, |
223 |
{"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}}, |
224 |
{"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}}, |
225 |
{"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}}, |
226 |
{"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}}, |
227 |
{"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}}, |
228 |
{"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}}, |
229 |
{"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}}, |
230 |
{"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}}, |
231 |
{"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}}, |
232 |
{"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}}, |
233 |
{"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}} |
234 |
}; |
235 |
*/ |
236 |
|
237 |
/* This curve may be too steep. But the point is that there should |
238 |
* be tough choices - there is no real point to this if everyone can |
239 |
* wear whatever they want with no worries. Perhaps having the steep |
240 |
* curve is good (maybe even steeper), but allowing players to |
241 |
* have 2 * level instead. Ideally, top level characters should only be |
242 |
* able to use 2-3 of the most powerful items. |
243 |
* note that this table is only really used for program generated items - |
244 |
* custom objects can use whatever they want. |
245 |
*/ |
246 |
static int enc_to_item_power[21] = { |
247 |
0, 0, 1, 2, 3, 4, /* 5 */ |
248 |
5, 7, 9, 11, 13, /* 10 */ |
249 |
15, 18, 21, 24, 27, /* 15 */ |
250 |
30, 35, 40, 45, 50 /* 20 */ |
251 |
}; |
252 |
|
253 |
int |
254 |
get_power_from_ench (int ench) |
255 |
{ |
256 |
if (ench < 0) ench = 0; |
257 |
if (ench > 20) ench = 20; |
258 |
|
259 |
return enc_to_item_power[ench]; |
260 |
} |
261 |
|
262 |
/* This takes an object 'op' and figures out what its item_power |
263 |
* rating should be. This should only really be used by the treasure |
264 |
* generation code, and when loading legacy objects. It returns |
265 |
* the item_power it calculates. |
266 |
* If flag is 1, we return the number of enchantment, and not the |
267 |
* the power. This is used in the treasure code. |
268 |
*/ |
269 |
int |
270 |
calc_item_power (const object *op, int flag) |
271 |
{ |
272 |
int i, tmp, enc; |
273 |
|
274 |
enc = 0; |
275 |
for (i = 0; i < NUM_STATS; i++) |
276 |
enc += op->stats.stat (i); |
277 |
|
278 |
/* This protection logic is pretty flawed. 20% fire resistance |
279 |
* is much more valuable than 20% confusion, or 20% slow, or |
280 |
* several others. Start at 1 - ignore physical - all that normal |
281 |
* armour shouldn't be counted against |
282 |
*/ |
283 |
tmp = 0; |
284 |
for (i = 1; i < NROFATTACKS; i++) |
285 |
tmp += op->resist[i]; |
286 |
|
287 |
/* Add/substract 10 so that the rounding works out right */ |
288 |
if (tmp > 0) |
289 |
enc += (tmp + 10) / 20; |
290 |
else if (tmp < 0) |
291 |
enc += (tmp - 10) / 20; |
292 |
|
293 |
enc += op->magic; |
294 |
|
295 |
/* For each attacktype a weapon has, one more encantment. Start at 1 - |
296 |
* physical doesn't count against total. |
297 |
*/ |
298 |
if (op->type == WEAPON) |
299 |
{ |
300 |
for (i = 1; i < NROFATTACKS; i++) |
301 |
if (op->attacktype & (1 << i)) |
302 |
enc++; |
303 |
if (op->slaying) |
304 |
enc += 2; /* What it slays is probably more relevent */ |
305 |
} |
306 |
/* Items the player can equip */ |
307 |
if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || |
308 |
(op->type == SHIELD) || (op->type == RING) || |
309 |
(op->type == BOOTS) || (op->type == GLOVES) || |
310 |
(op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) |
311 |
{ |
312 |
enc += op->stats.food; /* sustenance */ |
313 |
enc += op->stats.hp; /* hp regen */ |
314 |
enc += op->stats.sp; /* mana regen */ |
315 |
enc += op->stats.grace; /* grace regen */ |
316 |
enc += op->stats.exp; /* speed bonus */ |
317 |
} |
318 |
enc += op->stats.luck; |
319 |
|
320 |
/* Do spell paths now */ |
321 |
for (i = 1; i < NRSPELLPATHS; i++) |
322 |
{ |
323 |
if (op->path_attuned & (1 << i)) |
324 |
enc++; |
325 |
else if (op->path_denied & (1 << i)) |
326 |
enc -= 2; |
327 |
else if (op->path_repelled & (1 << i)) |
328 |
enc--; |
329 |
} |
330 |
|
331 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
332 |
enc += 5; |
333 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) |
334 |
enc += 3; |
335 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) |
336 |
enc += 2; |
337 |
if (QUERY_FLAG (op, FLAG_STEALTH)) |
338 |
enc += 1; |
339 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
340 |
enc += 2; |
341 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
342 |
enc += 1; |
343 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
344 |
enc += 1; |
345 |
|
346 |
return get_power_from_ench (enc); |
347 |
} |
348 |
|
349 |
/* returns the typedata that has a number equal to itemtype, if there |
350 |
* isn't one, returns NULL */ |
351 |
const typedata * |
352 |
get_typedata (int itemtype) |
353 |
{ |
354 |
int i; |
355 |
|
356 |
for (i = 0; i < item_types_size; i++) |
357 |
if (item_types[i].number == itemtype) |
358 |
return &item_types[i]; |
359 |
return NULL; |
360 |
} |
361 |
|
362 |
/* returns the typedata that has a name equal to itemtype, if there |
363 |
* isn't one, return the plural name that matches, if there still isn't |
364 |
* one return NULL */ |
365 |
const typedata * |
366 |
get_typedata_by_name (const char *name) |
367 |
{ |
368 |
int i; |
369 |
|
370 |
for (i = 0; i < item_types_size; i++) |
371 |
if (!strcmp (item_types[i].name, name)) |
372 |
return &item_types[i]; |
373 |
for (i = 0; i < item_types_size; i++) |
374 |
if (!strcmp (item_types[i].name_pl, name)) |
375 |
{ |
376 |
LOG (llevInfo, |
377 |
"get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); |
378 |
return &item_types[i]; |
379 |
} |
380 |
return NULL; |
381 |
} |
382 |
|
383 |
/* describe_resistance generates the visible naming for resistances. |
384 |
* returns a static array of the description. This can return |
385 |
* a big buffer. |
386 |
* if newline is true, we don't put parens around the description |
387 |
* but do put a newline at the end. Useful when dumping to files |
388 |
*/ |
389 |
const char * |
390 |
describe_resistance (const object *op, int newline) |
391 |
{ |
392 |
static char buf[VERY_BIG_BUF]; |
393 |
char buf1[VERY_BIG_BUF]; |
394 |
int tmpvar; |
395 |
|
396 |
buf[0] = 0; |
397 |
for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) |
398 |
{ |
399 |
if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) |
400 |
{ |
401 |
if (!newline) |
402 |
sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); |
403 |
else |
404 |
sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); |
405 |
|
406 |
strcat (buf, buf1); |
407 |
} |
408 |
} |
409 |
return buf; |
410 |
} |
411 |
|
412 |
|
413 |
/* |
414 |
* query_weight(object) returns a character pointer to a static buffer |
415 |
* containing the text-representation of the weight of the given object. |
416 |
* The buffer will be overwritten by the next call to query_weight(). |
417 |
*/ |
418 |
const char * |
419 |
query_weight (const object *op) |
420 |
{ |
421 |
static char buf[10]; |
422 |
sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; |
423 |
|
424 |
if (op->weight < 0) |
425 |
return " "; |
426 |
|
427 |
if (i % 1000) |
428 |
sprintf (buf, "%6.1f", i / 1000.0); |
429 |
else |
430 |
sprintf (buf, "%4d ", i / 1000); |
431 |
|
432 |
return buf; |
433 |
} |
434 |
|
435 |
/* |
436 |
* Returns the pointer to a static buffer containing |
437 |
* the number requested (of the form first, second, third...) |
438 |
*/ |
439 |
const char * |
440 |
get_levelnumber (int i) |
441 |
{ |
442 |
static char buf[MAX_BUF]; |
443 |
|
444 |
if (i > 99) |
445 |
{ |
446 |
sprintf (buf, "%d.", i); |
447 |
return buf; |
448 |
} |
449 |
|
450 |
if (i < 21) |
451 |
return levelnumbers[i]; |
452 |
if (!(i % 10)) |
453 |
return levelnumbers_10[i / 10]; |
454 |
|
455 |
strcpy (buf, numbers_10[i / 10]); |
456 |
strcat (buf, levelnumbers[i % 10]); |
457 |
return buf; |
458 |
} |
459 |
|
460 |
/* |
461 |
* get_number(integer) returns the text-representation of the given number |
462 |
* in a static buffer. The buffer might be overwritten at the next |
463 |
* call to get_number(). |
464 |
* It is currently only used by the query_name() function. |
465 |
*/ |
466 |
const char * |
467 |
get_number (int i) |
468 |
{ |
469 |
if (i <= 20) |
470 |
return numbers[i]; |
471 |
else |
472 |
{ |
473 |
static char buf[MAX_BUF]; |
474 |
|
475 |
sprintf (buf, "%d", i); |
476 |
return buf; |
477 |
} |
478 |
} |
479 |
|
480 |
/* |
481 |
* Returns pointer to static buffer containing ring's or amulet's |
482 |
* abilities |
483 |
* These are taken from old query_name(), but it would work better |
484 |
* if describle_item() would be called to get this information and |
485 |
* caller would handle FULL_RING_DESCRIPTION definition. |
486 |
* Or make FULL_RING_DESCRIPTION standard part of a game and let |
487 |
* client handle names. |
488 |
*/ |
489 |
|
490 |
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
491 |
* from stats.sp - b.t. |
492 |
*/ |
493 |
const char * |
494 |
ring_desc (const object *op) |
495 |
{ |
496 |
static dynbuf_text buf; buf.clear (); |
497 |
int attr, val, len; |
498 |
|
499 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED)) |
500 |
{ |
501 |
for (attr = 0; attr < NUM_STATS; attr++) |
502 |
if ((val = op->stats.stat (attr))) |
503 |
buf.printf ("(%s%+d)", short_stat_name[attr], val); |
504 |
|
505 |
if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); |
506 |
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
507 |
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
508 |
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
509 |
|
510 |
buf << describe_resistance (op, 0); |
511 |
|
512 |
if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
513 |
if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
514 |
if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); |
515 |
if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
516 |
if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); |
517 |
|
518 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
519 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
520 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
521 |
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
522 |
|
523 |
buf.add_paths ("Attuned" , op->path_attuned); |
524 |
buf.add_paths ("Repelled", op->path_repelled); |
525 |
buf.add_paths ("Denied" , op->path_denied); |
526 |
|
527 |
if (buf.empty ()) |
528 |
buf << "of adornment"; |
529 |
} |
530 |
|
531 |
return buf; |
532 |
} |
533 |
|
534 |
/* |
535 |
* query_short_name(object) is similar to query_name, but doesn't |
536 |
* contain any information about object status (worn/cursed/etc.) |
537 |
*/ |
538 |
const char * |
539 |
query_short_name (const object *op) |
540 |
{ |
541 |
static dynbuf_text buf; buf.clear (); |
542 |
|
543 |
if (op->name == NULL) |
544 |
return "(null)"; |
545 |
|
546 |
if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
547 |
return op->name; /* To speed things up (or make things slower?) */ |
548 |
|
549 |
buf << (op->nrof <= 1 ? op->name : op->name_pl); |
550 |
|
551 |
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
552 |
buf << ' ' << op->title; |
553 |
|
554 |
switch (op->type) |
555 |
{ |
556 |
case SPELLBOOK: |
557 |
case SCROLL: |
558 |
case WAND: |
559 |
case ROD: |
560 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
561 |
{ |
562 |
if (!op->title) |
563 |
buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
564 |
|
565 |
if (op->type != SPELLBOOK) |
566 |
buf.printf (" (lvl %d)", op->level); |
567 |
} |
568 |
break; |
569 |
|
570 |
case SKILL: |
571 |
case AMULET: |
572 |
case RING: |
573 |
if (!op->title) |
574 |
{ |
575 |
/* If ring has a title, full description isn't so useful */ |
576 |
const char *s = ring_desc (op); |
577 |
|
578 |
if (s && *s) |
579 |
buf << " " << s; |
580 |
} |
581 |
break; |
582 |
default: |
583 |
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
584 |
buf.printf (" %+d", op->magic); |
585 |
} |
586 |
|
587 |
return buf; |
588 |
} |
589 |
|
590 |
/* |
591 |
* query_name(object) returns a character pointer pointing to a static |
592 |
* buffer which contains a verbose textual representation of the name |
593 |
* of the given object. |
594 |
* cf 0.92.6: Put in 5 buffers that it will cycle through. In this way, |
595 |
* you can make several calls to query_name before the bufs start getting |
596 |
* overwritten. This may be a bad thing (it may be easier to assume the value |
597 |
* returned is good forever.) However, it makes printing statements that |
598 |
* use several names much easier (don't need to store them to temp variables.) |
599 |
* |
600 |
*/ |
601 |
const char * |
602 |
query_name (const object *op) |
603 |
{ |
604 |
int len = 0; |
605 |
static dynbuf_text bufs[5]; |
606 |
static int use_buf = 0; |
607 |
|
608 |
use_buf++; |
609 |
use_buf %= 5; |
610 |
|
611 |
dynbuf_text &buf = bufs [use_buf]; |
612 |
buf.clear (); |
613 |
|
614 |
if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
615 |
if (materialtype_t *mt = name_to_material (op->materialname)) |
616 |
buf << mt->description << ' '; |
617 |
|
618 |
buf << query_short_name (op); |
619 |
|
620 |
if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
621 |
buf << " *"; |
622 |
if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) |
623 |
buf << " (open)"; |
624 |
|
625 |
if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
626 |
{ |
627 |
if (QUERY_FLAG (op, FLAG_DAMNED)) |
628 |
buf << " (damned)"; |
629 |
else if (QUERY_FLAG (op, FLAG_CURSED)) |
630 |
buf << " (cursed)"; |
631 |
} |
632 |
|
633 |
/* Basically, if the object is known magical (detect magic spell on it), |
634 |
* and it isn't identified, print out the fact that |
635 |
* it is magical. Assume that the detect magical spell will only set |
636 |
* KNOWN_MAGICAL if the item actually is magical. |
637 |
* |
638 |
* Changed in V 0.91.4 - still print that the object is magical even |
639 |
* if it has been applied. Equipping an item does not tell full |
640 |
* abilities, especially for artifact items. |
641 |
*/ |
642 |
if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) |
643 |
buf << " (magic)"; |
644 |
|
645 |
#if 0 |
646 |
/* item_power will be returned in desribe_item - it shouldn't really |
647 |
* be returned in the name. |
648 |
*/ |
649 |
if (op->item_power) |
650 |
sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); |
651 |
|
652 |
#endif |
653 |
|
654 |
if (QUERY_FLAG (op, FLAG_APPLIED)) |
655 |
{ |
656 |
switch (op->type) |
657 |
{ |
658 |
case BOW: |
659 |
case WAND: |
660 |
case ROD: |
661 |
case HORN: |
662 |
buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); |
663 |
break; |
664 |
case WEAPON: |
665 |
buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); |
666 |
break; |
667 |
case ARMOUR: |
668 |
case HELMET: |
669 |
case SHIELD: |
670 |
case RING: |
671 |
case BOOTS: |
672 |
case GLOVES: |
673 |
case AMULET: |
674 |
case GIRDLE: |
675 |
case BRACERS: |
676 |
case CLOAK: |
677 |
buf << " (worn)"; |
678 |
break; |
679 |
case CONTAINER: |
680 |
buf << " (active)"; |
681 |
break; |
682 |
case SKILL: |
683 |
default: |
684 |
buf << " (applied)"; |
685 |
} |
686 |
} |
687 |
|
688 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
689 |
buf << " (unpaid)"; |
690 |
|
691 |
return buf; |
692 |
} |
693 |
|
694 |
/* |
695 |
* query_base_name(object) returns a character pointer pointing to a static |
696 |
* buffer which contains a verbose textual representation of the name |
697 |
* of the given object. The buffer will be overwritten at the next |
698 |
* call to query_base_name(). This is a lot like query_name, but we |
699 |
* don't include the item count or item status. Used for inventory sorting |
700 |
* and sending to client. |
701 |
* If plural is set, we generate the plural name of this. |
702 |
*/ |
703 |
const char * |
704 |
query_base_name (const object *op, int plural) |
705 |
{ |
706 |
if ((!plural && !op->name) || (plural && !op->name_pl)) |
707 |
return "(null)"; |
708 |
|
709 |
if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
710 |
return op->name; /* To speed things up (or make things slower?) */ |
711 |
|
712 |
static dynbuf_text buf; buf.clear (); |
713 |
|
714 |
if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
715 |
if (materialtype_t *mt = name_to_material (op->materialname)) |
716 |
if (op->arch->materialname != mt->name) |
717 |
buf << mt->description << ' '; |
718 |
|
719 |
buf << (plural ? op->name_pl : op->name); |
720 |
|
721 |
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
722 |
buf << ' ' << op->title; |
723 |
|
724 |
switch (op->type) |
725 |
{ |
726 |
case SPELLBOOK: |
727 |
case SCROLL: |
728 |
case WAND: |
729 |
case ROD: |
730 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
731 |
{ |
732 |
if (!op->title) |
733 |
buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
734 |
|
735 |
if (op->type != SPELLBOOK) |
736 |
buf.printf (" (lvl %d)", op->level); |
737 |
} |
738 |
break; |
739 |
|
740 |
|
741 |
case SKILL: |
742 |
case AMULET: |
743 |
case RING: |
744 |
if (!op->title) |
745 |
{ |
746 |
/* If ring has a title, full description isn't so useful */ |
747 |
const char *s = ring_desc (op); |
748 |
|
749 |
if (s && *s) |
750 |
buf << ' ' << s; |
751 |
} |
752 |
break; |
753 |
|
754 |
default: |
755 |
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
756 |
buf.printf (" %+d", op->magic); |
757 |
} |
758 |
|
759 |
return buf; |
760 |
} |
761 |
|
762 |
/* Break this off from describe_item - that function was way |
763 |
* too long, making it difficult to read. This function deals |
764 |
* with describing the monsters & players abilities. It should only |
765 |
* be called with monster & player objects. Returns a description |
766 |
* in a static buffer. |
767 |
*/ |
768 |
static const char * |
769 |
describe_monster (const object *op) |
770 |
{ |
771 |
static dynbuf_text buf; buf.clear (); |
772 |
|
773 |
/* Note that the resolution this provides for players really isn't |
774 |
* very good. Any player with a speed greater than .67 will |
775 |
* fall into the 'lightning fast movement' category. |
776 |
*/ |
777 |
if (op->has_active_speed ()) |
778 |
switch ((int) ((FABS (op->speed)) * 15)) |
779 |
{ |
780 |
case 0: |
781 |
buf << "(very slow movement"; |
782 |
break; |
783 |
case 1: |
784 |
buf << "(slow movement)"; |
785 |
break; |
786 |
case 2: |
787 |
buf << "(normal movement)"; |
788 |
break; |
789 |
case 3: |
790 |
case 4: |
791 |
buf << "(fast movement)"; |
792 |
break; |
793 |
case 5: |
794 |
case 6: |
795 |
buf << "(very fast movement)"; |
796 |
break; |
797 |
case 7: |
798 |
case 8: |
799 |
case 9: |
800 |
case 10: |
801 |
buf << "(extremely fast movement)"; |
802 |
break; |
803 |
default: |
804 |
buf << "(lightning fast movement)"; |
805 |
break; |
806 |
} |
807 |
|
808 |
if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; |
809 |
if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; |
810 |
if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; |
811 |
if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; |
812 |
if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; |
813 |
if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; |
814 |
if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; |
815 |
if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; |
816 |
if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; |
817 |
if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; |
818 |
if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; |
819 |
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; |
820 |
if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; |
821 |
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; |
822 |
|
823 |
if (op->randomitems) |
824 |
{ |
825 |
bool first = 1; |
826 |
|
827 |
for (treasure *t = op->randomitems->items; t; t = t->next) |
828 |
if (t->item && t->item->type == SPELL) |
829 |
{ |
830 |
if (first) |
831 |
buf << "(Spell abilities:)"; |
832 |
|
833 |
first = 0; |
834 |
|
835 |
buf << '(' << t->item->object::name << ')'; |
836 |
} |
837 |
} |
838 |
|
839 |
if (op->type == PLAYER) |
840 |
{ |
841 |
if (op->contr->digestion) |
842 |
buf.printf ("(sustenance%+d)", op->contr->digestion); |
843 |
|
844 |
if (op->contr->gen_grace) |
845 |
buf.printf ("(grace%+d)", op->contr->gen_grace); |
846 |
|
847 |
if (op->contr->gen_sp) |
848 |
buf.printf ("(magic%+d)", op->contr->gen_sp); |
849 |
|
850 |
if (op->contr->gen_hp) |
851 |
buf.printf ("(regeneration%+d)", op->contr->gen_hp); |
852 |
|
853 |
if (op->stats.luck) |
854 |
buf.printf ("(luck%+d)", op->stats.luck); |
855 |
} |
856 |
|
857 |
/* describe attacktypes */ |
858 |
if (is_dragon_pl (op)) |
859 |
{ |
860 |
/* for dragon players display the attacktypes from clawing skill |
861 |
* Break apart the for loop - move the comparison checking down - |
862 |
* this makes it more readable. |
863 |
*/ |
864 |
object *tmp; |
865 |
|
866 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
867 |
if (tmp->type == SKILL && tmp->name == shstr_clawing) |
868 |
break; |
869 |
|
870 |
if (tmp && tmp->attacktype) |
871 |
buf.add_abilities ("Claws", tmp->attacktype); |
872 |
else |
873 |
buf.add_abilities ("Attacks", op->attacktype); |
874 |
} |
875 |
else |
876 |
buf.add_abilities ("Attacks", op->attacktype); |
877 |
|
878 |
buf.add_paths ("Attuned" , op->path_attuned); |
879 |
buf.add_paths ("Repelled", op->path_repelled); |
880 |
buf.add_paths ("Denied" , op->path_denied); |
881 |
|
882 |
for (int i = 0; i < NROFATTACKS; i++) |
883 |
if (op->resist[i]) |
884 |
buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]); |
885 |
|
886 |
return buf; |
887 |
} |
888 |
|
889 |
/* |
890 |
* Returns a pointer to a static buffer which contains a |
891 |
* description of the given object. |
892 |
* If it is a monster, lots of information about its abilities |
893 |
* will be returned. |
894 |
* If it is an item, lots of information about which abilities |
895 |
* will be gained about its user will be returned. |
896 |
* If it is a player, it writes out the current abilities |
897 |
* of the player, which is usually gained by the items applied. |
898 |
* It would be really handy to actually pass another object |
899 |
* pointer on who is examining this object. Then, you could reveal |
900 |
* certain information depending on what the examiner knows, eg, |
901 |
* wouldn't need to use the SEE_INVISIBLE flag to know it is |
902 |
* a dragon player examining food. Could have things like |
903 |
* a dwarven axe, in which the full abilities are only known to |
904 |
* dwarves, etc. |
905 |
* |
906 |
* This function is really much more complicated than it should |
907 |
* be, because different objects have different meanings |
908 |
* for the same field (eg, wands use 'food' for charges). This |
909 |
* means these special cases need to be worked out. |
910 |
* |
911 |
* Add 'owner' who is the person examining this object. |
912 |
* owner can be null if no one is being associated with this |
913 |
* item (eg, debug dump or the like) |
914 |
*/ |
915 |
const char * |
916 |
describe_item (const object *op, object *owner) |
917 |
{ |
918 |
if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
919 |
return describe_monster (op); |
920 |
|
921 |
static dynbuf_text buf; buf.clear (); |
922 |
int identified, i; |
923 |
|
924 |
/* figure this out once, instead of making multiple calls to need_identify. |
925 |
* also makes the code easier to read. |
926 |
*/ |
927 |
identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); |
928 |
if (!identified) |
929 |
buf << "(unidentified)"; |
930 |
|
931 |
switch (op->type) |
932 |
{ |
933 |
case BOW: |
934 |
case ARROW: |
935 |
case WAND: |
936 |
case ROD: |
937 |
case HORN: |
938 |
case WEAPON: |
939 |
case ARMOUR: |
940 |
case HELMET: |
941 |
case SHIELD: |
942 |
case BOOTS: |
943 |
case GLOVES: |
944 |
case GIRDLE: |
945 |
case BRACERS: |
946 |
case CLOAK: |
947 |
case SKILL_TOOL: |
948 |
break; /* We have more information to do below this switch */ |
949 |
|
950 |
case POWER_CRYSTAL: |
951 |
if (op->stats.maxsp > 1000) |
952 |
{ /*higher capacity crystals */ |
953 |
i = (op->stats.maxsp % 1000) / 100; |
954 |
|
955 |
if (i) |
956 |
buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); |
957 |
else |
958 |
buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); |
959 |
} |
960 |
else |
961 |
buf.printf ("(capacity %d). It is ", op->stats.maxsp); |
962 |
|
963 |
i = (op->stats.sp * 10) / op->stats.maxsp; |
964 |
if (op->stats.sp == 0) |
965 |
buf << "empty."; |
966 |
else if (i == 0) |
967 |
buf << "almost empty."; |
968 |
else if (i < 3) |
969 |
buf << "partially filled."; |
970 |
else if (i < 6) |
971 |
buf << "half full."; |
972 |
else if (i < 9) |
973 |
buf << "well charged."; |
974 |
else if (op->stats.sp == op->stats.maxsp) |
975 |
buf << "fully charged."; |
976 |
else |
977 |
buf << "almost full."; |
978 |
break; |
979 |
|
980 |
case FOOD: |
981 |
case FLESH: |
982 |
case DRINK: |
983 |
if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
984 |
{ |
985 |
buf.printf ("(food+%d)", op->stats.food); |
986 |
|
987 |
if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) |
988 |
buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); |
989 |
|
990 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
991 |
{ |
992 |
if (op->stats.hp) buf << "(heals)"; |
993 |
if (op->stats.sp) buf << "(spellpoint regen)"; |
994 |
} |
995 |
else |
996 |
{ |
997 |
if (op->stats.hp) buf << "(damages)"; |
998 |
if (op->stats.sp) buf << "(spellpoint depletion)"; |
999 |
} |
1000 |
} |
1001 |
break; |
1002 |
|
1003 |
case SKILL: |
1004 |
case RING: |
1005 |
case AMULET: |
1006 |
if (op->item_power) |
1007 |
buf.printf ("(item_power %+d)", op->item_power); |
1008 |
|
1009 |
if (op->title) |
1010 |
buf << ring_desc (op); |
1011 |
|
1012 |
return buf; |
1013 |
|
1014 |
default: |
1015 |
return buf; |
1016 |
} |
1017 |
|
1018 |
/* Down here, we more further describe equipment type items. |
1019 |
* only describe them if they have been identified or the like. |
1020 |
*/ |
1021 |
if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1022 |
{ |
1023 |
int attr, val; |
1024 |
|
1025 |
for (attr = 0; attr < NUM_STATS; attr++) |
1026 |
if ((val = op->stats.stat (attr))) |
1027 |
buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1028 |
|
1029 |
if (op->stats.exp) |
1030 |
buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1031 |
|
1032 |
switch (op->type) |
1033 |
{ |
1034 |
case BOW: |
1035 |
case ARROW: |
1036 |
case GIRDLE: |
1037 |
case HELMET: |
1038 |
case SHIELD: |
1039 |
case BOOTS: |
1040 |
case GLOVES: |
1041 |
case WEAPON: |
1042 |
case SKILL: |
1043 |
case RING: |
1044 |
case AMULET: |
1045 |
case ARMOUR: |
1046 |
case BRACERS: |
1047 |
case FORCE: |
1048 |
case CLOAK: |
1049 |
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
1050 |
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
1051 |
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
1052 |
|
1053 |
if ((op->type == WEAPON || op->type == BOW) && op->level > 0) |
1054 |
buf.printf ("(improved %d/%d)", op->last_eat, op->level); |
1055 |
|
1056 |
break; |
1057 |
|
1058 |
default: |
1059 |
break; |
1060 |
} |
1061 |
|
1062 |
if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; |
1063 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; |
1064 |
|
1065 |
/* levitate was what is was before, so we'll keep it */ |
1066 |
if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; |
1067 |
if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; |
1068 |
if (op->move_type & MOVE_SWIM) buf << "(swim)"; |
1069 |
|
1070 |
/* walking is presumed as 'normal', so doesn't need mentioning */ |
1071 |
|
1072 |
if (op->item_power) |
1073 |
buf.printf ("(item_power %+d)", op->item_power); |
1074 |
} /* End if identified or applied */ |
1075 |
|
1076 |
/* This blocks only deals with fully identified object. |
1077 |
* it is intentional that this is not an 'else' from a above - |
1078 |
* in this way, information is added. |
1079 |
*/ |
1080 |
if (identified) |
1081 |
{ |
1082 |
int more_info = 0; |
1083 |
|
1084 |
switch (op->type) |
1085 |
{ |
1086 |
case ROD: /* These use stats.sp for spell selection and stats.food */ |
1087 |
case HORN: /* and stats.hp for spell-point regeneration... */ |
1088 |
case BOW: |
1089 |
case ARROW: |
1090 |
case WAND: |
1091 |
case FOOD: |
1092 |
case FLESH: |
1093 |
case DRINK: |
1094 |
more_info = 0; |
1095 |
break; |
1096 |
|
1097 |
/* Armor type objects */ |
1098 |
case ARMOUR: |
1099 |
case HELMET: |
1100 |
case SHIELD: |
1101 |
case BOOTS: |
1102 |
case GLOVES: |
1103 |
case GIRDLE: |
1104 |
case BRACERS: |
1105 |
case CLOAK: |
1106 |
if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0); |
1107 |
if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op)); |
1108 |
more_info = 1; |
1109 |
break; |
1110 |
|
1111 |
case WEAPON: |
1112 |
/* Calculate it the same way fix_player does so the results |
1113 |
* make sense. |
1114 |
*/ |
1115 |
i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; |
1116 |
if (i < 0) |
1117 |
i = 0; |
1118 |
|
1119 |
buf.printf ("(weapon speed %d)", i); |
1120 |
more_info = 1; |
1121 |
break; |
1122 |
} |
1123 |
|
1124 |
if (more_info) |
1125 |
{ |
1126 |
if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1127 |
if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1128 |
if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1129 |
if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1130 |
} |
1131 |
|
1132 |
if (op->stats.luck) |
1133 |
buf.printf ("(luck%+d)", op->stats.luck); |
1134 |
|
1135 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
1136 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
1137 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
1138 |
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
1139 |
|
1140 |
if (op->slaying && op->type != FOOD) |
1141 |
buf.printf ("(slay %s)", &op->slaying); |
1142 |
|
1143 |
buf.add_abilities ("Attacks", op->attacktype); |
1144 |
/* resistance on flesh is only visible for quetzals. If |
1145 |
* non flesh, everyone can see its resistances |
1146 |
*/ |
1147 |
if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1148 |
buf << describe_resistance (op, 0); |
1149 |
|
1150 |
buf.add_paths ("Attuned", op->path_attuned); |
1151 |
buf.add_paths ("Repelled", op->path_repelled); |
1152 |
buf.add_paths ("Denied", op->path_denied); |
1153 |
} |
1154 |
|
1155 |
return buf; |
1156 |
} |
1157 |
|
1158 |
std::string |
1159 |
object::describe_item (object *who) |
1160 |
{ |
1161 |
return std::string (::describe_item (this, who)); |
1162 |
} |
1163 |
|
1164 |
void |
1165 |
examine (object *op, object *tmp) |
1166 |
{ |
1167 |
std::string s = tmp->describe (op); |
1168 |
|
1169 |
new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); |
1170 |
} |
1171 |
|
1172 |
/* |
1173 |
* inventory prints object's inventory. If inv==NULL then print player's |
1174 |
* inventory. |
1175 |
* [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1176 |
*/ |
1177 |
const char * |
1178 |
object::query_inventory (object *who, const char *indent) |
1179 |
{ |
1180 |
static dynbuf_text buf; buf.clear (); |
1181 |
|
1182 |
for (object *tmp = inv; tmp; tmp = tmp->below) |
1183 |
if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1184 |
buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); |
1185 |
else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1186 |
buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); |
1187 |
|
1188 |
if (buf.size ()) |
1189 |
buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); |
1190 |
else |
1191 |
buf.printf ("%s(empty)\n", indent); |
1192 |
|
1193 |
return buf; |
1194 |
} |
1195 |
|
1196 |
/* Return true if the item is magical. A magical item is one that |
1197 |
* increases/decreases any abilities, provides a resistance, |
1198 |
* has a generic magical bonus, or is an artifact. |
1199 |
* This function is used by detect_magic to determine if an item |
1200 |
* should be marked as magical. |
1201 |
*/ |
1202 |
int |
1203 |
is_magical (const object *op) |
1204 |
{ |
1205 |
int i; |
1206 |
|
1207 |
/* living creatures are considered non magical */ |
1208 |
if (QUERY_FLAG (op, FLAG_ALIVE)) |
1209 |
return 0; |
1210 |
|
1211 |
/* This is a test for it being an artifact, as artifacts have titles */ |
1212 |
if (op->title != NULL) |
1213 |
return 1; |
1214 |
|
1215 |
/* Handle rings and amulets specially. If they change any of these |
1216 |
* values, it means they are magical. |
1217 |
*/ |
1218 |
if ((op->type == AMULET || op->type == RING) && |
1219 |
(op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1220 |
return 1; |
1221 |
|
1222 |
/* Check for stealty, speed, flying, or just plain magic in the boots */ |
1223 |
/* Presume any boots that hvae a move_type are special. */ |
1224 |
if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) |
1225 |
return 1; |
1226 |
|
1227 |
/* Take care of amulet/shield that reflects spells/missiles */ |
1228 |
if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) |
1229 |
return 1; |
1230 |
|
1231 |
/* Take care of helmet of xrays */ |
1232 |
if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) |
1233 |
return 1; |
1234 |
|
1235 |
/* Potions & rods are always magical. Wands/staves are also magical, |
1236 |
* assuming they still have any charges left. |
1237 |
*/ |
1238 |
if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food)) |
1239 |
return 1; |
1240 |
|
1241 |
/* if something gives a protection, either positive or negative, its magical */ |
1242 |
/* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0, |
1243 |
* so this always works out fine. |
1244 |
*/ |
1245 |
for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++) |
1246 |
if (op->resist[i]) |
1247 |
return 1; |
1248 |
|
1249 |
/* Physical protection is expected on some item types, so they should |
1250 |
* not be considered magical. |
1251 |
*/ |
1252 |
if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD && |
1253 |
op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) |
1254 |
return 1; |
1255 |
|
1256 |
/* power crystal, spellbooks, and scrolls are always magical. */ |
1257 |
if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) |
1258 |
return 1; |
1259 |
|
1260 |
/* Check to see if it increases/decreases any stats */ |
1261 |
for (i = 0; i < NUM_STATS; i++) |
1262 |
if (op->stats.stat (i)) |
1263 |
return 1; |
1264 |
|
1265 |
/* If it doesn't fall into any of the above categories, must |
1266 |
* be non magical. |
1267 |
*/ |
1268 |
return 0; |
1269 |
} |
1270 |
|
1271 |
/* need_identify returns true if the item should be identified. This |
1272 |
* function really should not exist - by default, any item not identified |
1273 |
* should need it. |
1274 |
*/ |
1275 |
|
1276 |
int |
1277 |
need_identify (const object *op) |
1278 |
{ |
1279 |
switch (op->type) |
1280 |
{ |
1281 |
case RING: |
1282 |
case WAND: |
1283 |
case ROD: |
1284 |
case HORN: |
1285 |
case SCROLL: |
1286 |
case SKILL: |
1287 |
case SKILLSCROLL: |
1288 |
case SPELLBOOK: |
1289 |
case FOOD: |
1290 |
case POTION: |
1291 |
case BOW: |
1292 |
case ARROW: |
1293 |
case WEAPON: |
1294 |
case ARMOUR: |
1295 |
case SHIELD: |
1296 |
case HELMET: |
1297 |
case AMULET: |
1298 |
case BOOTS: |
1299 |
case GLOVES: |
1300 |
case BRACERS: |
1301 |
case GIRDLE: |
1302 |
case CONTAINER: |
1303 |
case DRINK: |
1304 |
case FLESH: |
1305 |
case INORGANIC: |
1306 |
case CLOSE_CON: |
1307 |
case CLOAK: |
1308 |
case GEM: |
1309 |
case POWER_CRYSTAL: |
1310 |
case POISON: |
1311 |
case BOOK: |
1312 |
case SKILL_TOOL: |
1313 |
return 1; |
1314 |
} |
1315 |
|
1316 |
/* Try to track down some stuff that may show up here. Thus, the |
1317 |
* archetype file can be updated, and this function removed. |
1318 |
*/ |
1319 |
#if 0 |
1320 |
LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1321 |
#endif |
1322 |
return 0; |
1323 |
} |
1324 |
|
1325 |
/* |
1326 |
* Supposed to fix face-values as well here, but later. |
1327 |
*/ |
1328 |
void |
1329 |
identify (object *op) |
1330 |
{ |
1331 |
object *pl; |
1332 |
|
1333 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1334 |
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
1335 |
CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); |
1336 |
|
1337 |
/* |
1338 |
* We want autojoining of equal objects: |
1339 |
*/ |
1340 |
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1341 |
SET_FLAG (op, FLAG_KNOWN_CURSED); |
1342 |
|
1343 |
if (op->type == POTION) |
1344 |
{ |
1345 |
if (op->inv && op->randomitems) |
1346 |
op->title = op->inv->name; |
1347 |
else if (op->arch) |
1348 |
{ |
1349 |
op->name = op->arch->object::name; |
1350 |
op->name_pl = op->arch->object::name_pl; |
1351 |
} |
1352 |
} |
1353 |
|
1354 |
/* If the object is on a map, make sure we update its face */ |
1355 |
if (op->map) |
1356 |
update_object (op, UP_OBJ_CHANGE); |
1357 |
else |
1358 |
{ |
1359 |
pl = op->in_player (); |
1360 |
if (pl) |
1361 |
/* A lot of the values can change from an update - might as well send |
1362 |
* it all. |
1363 |
*/ |
1364 |
esrv_send_item (pl, op); |
1365 |
} |
1366 |
} |
1367 |
|