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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 (©) 2005,2006,2007,2008 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 <living.h> |
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#include <spells.h> |
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|
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const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; |
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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}, |
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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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{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}, |
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{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 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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{WAND, "wand", "wands", SK_THAUMATURGY, 0}, |
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{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}, |
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{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, |
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{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, |
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{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, |
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{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, |
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{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, |
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{MENU, "inventory list", "inventory lists", 0, 0}, |
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{RUNE, "rune", "runes", 0, 0}, |
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{TRAP, "trap", "traps", 0, 0}, |
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{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, |
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{CORPSE, "corpse", "corpses", 0, 0}, |
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{DISEASE, "disease", "diseases", 0, 0}, |
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{SYMPTOM, "symptom", "symptoms", 0, 0}, |
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{BUILDER, "item builder", "item builders", 0, 0}, |
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{MATERIAL, "building material", "building materials", 0, 0}, |
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{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
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}; |
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|
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const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
212 |
|
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materialtype_t *materialt; |
214 |
|
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/* |
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materialtype material[NROFMATERIALS] = { |
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* P M F E C C A D W G P S P T F C D D C C G H B I * |
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* H A I L O O C R E H O L A U E A E E H O O O L N * |
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* 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}}, |
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{"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}}, |
225 |
{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
231 |
{"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}}, |
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{"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}}, |
233 |
{"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}}, |
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{"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}} |
235 |
}; |
236 |
*/ |
237 |
|
238 |
/* This curve may be too steep. But the point is that there should |
239 |
* be tough choices - there is no real point to this if everyone can |
240 |
* wear whatever they want with no worries. Perhaps having the steep |
241 |
* curve is good (maybe even steeper), but allowing players to |
242 |
* have 2 * level instead. Ideally, top level characters should only be |
243 |
* able to use 2-3 of the most powerful items. |
244 |
* note that this table is only really used for program generated items - |
245 |
* custom objects can use whatever they want. |
246 |
*/ |
247 |
static int enc_to_item_power[21] = { |
248 |
0, 0, 1, 2, 3, 4, /* 5 */ |
249 |
5, 7, 9, 11, 13, /* 10 */ |
250 |
15, 18, 21, 24, 27, /* 15 */ |
251 |
30, 35, 40, 45, 50 /* 20 */ |
252 |
}; |
253 |
|
254 |
int |
255 |
get_power_from_ench (int ench) |
256 |
{ |
257 |
if (ench < 0) ench = 0; |
258 |
if (ench > 20) ench = 20; |
259 |
|
260 |
return enc_to_item_power[ench]; |
261 |
} |
262 |
|
263 |
/* This takes an object 'op' and figures out what its item_power |
264 |
* rating should be. This should only really be used by the treasure |
265 |
* generation code, and when loading legacy objects. It returns |
266 |
* the item_power it calculates. |
267 |
* If flag is 1, we return the number of enchantment, and not the |
268 |
* the power. This is used in the treasure code. |
269 |
*/ |
270 |
int |
271 |
calc_item_power (const object *op, int flag) |
272 |
{ |
273 |
int i, tmp, enc; |
274 |
|
275 |
enc = 0; |
276 |
for (i = 0; i < NUM_STATS; i++) |
277 |
enc += op->stats.stat (i); |
278 |
|
279 |
/* This protection logic is pretty flawed. 20% fire resistance |
280 |
* is much more valuable than 20% confusion, or 20% slow, or |
281 |
* several others. Start at 1 - ignore physical - all that normal |
282 |
* armour shouldn't be counted against |
283 |
*/ |
284 |
tmp = 0; |
285 |
for (i = 1; i < NROFATTACKS; i++) |
286 |
tmp += op->resist[i]; |
287 |
|
288 |
/* Add/substract 10 so that the rounding works out right */ |
289 |
if (tmp > 0) |
290 |
enc += (tmp + 10) / 20; |
291 |
else if (tmp < 0) |
292 |
enc += (tmp - 10) / 20; |
293 |
|
294 |
enc += op->magic; |
295 |
|
296 |
/* For each attacktype a weapon has, one more encantment. Start at 1 - |
297 |
* physical doesn't count against total. |
298 |
*/ |
299 |
if (op->type == WEAPON) |
300 |
{ |
301 |
for (i = 1; i < NROFATTACKS; i++) |
302 |
if (op->attacktype & (1 << i)) |
303 |
enc++; |
304 |
if (op->slaying) |
305 |
enc += 2; /* What it slays is probably more relevent */ |
306 |
} |
307 |
/* Items the player can equip */ |
308 |
if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || |
309 |
(op->type == SHIELD) || (op->type == RING) || |
310 |
(op->type == BOOTS) || (op->type == GLOVES) || |
311 |
(op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) |
312 |
{ |
313 |
enc += op->stats.food; /* sustenance */ |
314 |
enc += op->stats.hp; /* hp regen */ |
315 |
enc += op->stats.sp; /* mana regen */ |
316 |
enc += op->stats.grace; /* grace regen */ |
317 |
enc += op->stats.exp; /* speed bonus */ |
318 |
} |
319 |
enc += op->stats.luck; |
320 |
|
321 |
/* Do spell paths now */ |
322 |
for (i = 1; i < NRSPELLPATHS; i++) |
323 |
{ |
324 |
if (op->path_attuned & (1 << i)) |
325 |
enc++; |
326 |
else if (op->path_denied & (1 << i)) |
327 |
enc -= 2; |
328 |
else if (op->path_repelled & (1 << i)) |
329 |
enc--; |
330 |
} |
331 |
|
332 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) |
333 |
enc += 5; |
334 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) |
335 |
enc += 3; |
336 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) |
337 |
enc += 2; |
338 |
if (QUERY_FLAG (op, FLAG_STEALTH)) |
339 |
enc += 1; |
340 |
if (QUERY_FLAG (op, FLAG_XRAYS)) |
341 |
enc += 2; |
342 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
343 |
enc += 1; |
344 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
345 |
enc += 1; |
346 |
|
347 |
return get_power_from_ench (enc); |
348 |
} |
349 |
|
350 |
/* returns the typedata that has a number equal to itemtype, if there |
351 |
* isn't one, returns NULL */ |
352 |
const typedata * |
353 |
get_typedata (int itemtype) |
354 |
{ |
355 |
int i; |
356 |
|
357 |
for (i = 0; i < item_types_size; i++) |
358 |
if (item_types[i].number == itemtype) |
359 |
return &item_types[i]; |
360 |
return NULL; |
361 |
} |
362 |
|
363 |
/* returns the typedata that has a name equal to itemtype, if there |
364 |
* isn't one, return the plural name that matches, if there still isn't |
365 |
* one return NULL */ |
366 |
const typedata * |
367 |
get_typedata_by_name (const char *name) |
368 |
{ |
369 |
int i; |
370 |
|
371 |
for (i = 0; i < item_types_size; i++) |
372 |
if (!strcmp (item_types[i].name, name)) |
373 |
return &item_types[i]; |
374 |
for (i = 0; i < item_types_size; i++) |
375 |
if (!strcmp (item_types[i].name_pl, name)) |
376 |
{ |
377 |
LOG (llevInfo, |
378 |
"get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); |
379 |
return &item_types[i]; |
380 |
} |
381 |
return NULL; |
382 |
} |
383 |
|
384 |
/* describe_resistance generates the visible naming for resistances. |
385 |
* returns a static array of the description. This can return |
386 |
* a big buffer. |
387 |
* if newline is true, we don't put parens around the description |
388 |
* but do put a newline at the end. Useful when dumping to files |
389 |
*/ |
390 |
const char * |
391 |
describe_resistance (const object *op, int newline) |
392 |
{ |
393 |
static char buf[VERY_BIG_BUF]; |
394 |
char buf1[VERY_BIG_BUF]; |
395 |
int tmpvar; |
396 |
|
397 |
buf[0] = 0; |
398 |
for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) |
399 |
{ |
400 |
if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) |
401 |
{ |
402 |
if (!newline) |
403 |
sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); |
404 |
else |
405 |
sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); |
406 |
|
407 |
strcat (buf, buf1); |
408 |
} |
409 |
} |
410 |
return buf; |
411 |
} |
412 |
|
413 |
|
414 |
/* |
415 |
* query_weight(object) returns a character pointer to a static buffer |
416 |
* containing the text-representation of the weight of the given object. |
417 |
* The buffer will be overwritten by the next call to query_weight(). |
418 |
*/ |
419 |
const char * |
420 |
query_weight (const object *op) |
421 |
{ |
422 |
static char buf[10]; |
423 |
sint32 i = op->total_weight (); |
424 |
|
425 |
if (op->weight < 0) |
426 |
return " "; |
427 |
|
428 |
if (i % 1000) |
429 |
sprintf (buf, "%6.1f", i / 1000.0); |
430 |
else |
431 |
sprintf (buf, "%4d ", i / 1000); |
432 |
|
433 |
return buf; |
434 |
} |
435 |
|
436 |
/* |
437 |
* Returns the pointer to a static buffer containing |
438 |
* the number requested (of the form first, second, third...) |
439 |
*/ |
440 |
const char * |
441 |
get_levelnumber (int i) |
442 |
{ |
443 |
static char buf[MAX_BUF]; |
444 |
|
445 |
if (i > 99) |
446 |
{ |
447 |
sprintf (buf, "%d.", i); |
448 |
return buf; |
449 |
} |
450 |
|
451 |
if (i < 21) |
452 |
return levelnumbers[i]; |
453 |
if (!(i % 10)) |
454 |
return levelnumbers_10[i / 10]; |
455 |
|
456 |
strcpy (buf, numbers_10[i / 10]); |
457 |
strcat (buf, levelnumbers[i % 10]); |
458 |
return buf; |
459 |
} |
460 |
|
461 |
/* |
462 |
* get_number(integer) returns the text-representation of the given number |
463 |
* in a static buffer. The buffer might be overwritten at the next |
464 |
* call to get_number(). |
465 |
* It is currently only used by the query_name() function. |
466 |
*/ |
467 |
const char * |
468 |
get_number (int i) |
469 |
{ |
470 |
if (i <= 20) |
471 |
return numbers[i]; |
472 |
else |
473 |
{ |
474 |
static char buf[MAX_BUF]; |
475 |
|
476 |
sprintf (buf, "%d", i); |
477 |
return buf; |
478 |
} |
479 |
} |
480 |
|
481 |
/* |
482 |
* Returns pointer to static buffer containing ring's or amulet's |
483 |
* abilities |
484 |
* These are taken from old query_name(), but it would work better |
485 |
* if describle_item() would be called to get this information and |
486 |
* caller would handle FULL_RING_DESCRIPTION definition. |
487 |
* Or make FULL_RING_DESCRIPTION standard part of a game and let |
488 |
* client handle names. |
489 |
*/ |
490 |
|
491 |
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
492 |
* from stats.sp - b.t. |
493 |
*/ |
494 |
const char * |
495 |
ring_desc (const object *op) |
496 |
{ |
497 |
static dynbuf_text buf; buf.clear (); |
498 |
int attr, val, len; |
499 |
|
500 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED)) |
501 |
{ |
502 |
for (attr = 0; attr < NUM_STATS; attr++) |
503 |
if ((val = op->stats.stat (attr))) |
504 |
buf.printf ("(%s%+d)", short_stat_name[attr], val); |
505 |
|
506 |
if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); |
507 |
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
508 |
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
509 |
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
510 |
|
511 |
buf << describe_resistance (op, 0); |
512 |
|
513 |
if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
514 |
if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
515 |
if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); |
516 |
if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
517 |
if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); |
518 |
|
519 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
520 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
521 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
522 |
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
523 |
|
524 |
buf.add_paths ("Attuned" , op->path_attuned); |
525 |
buf.add_paths ("Repelled", op->path_repelled); |
526 |
buf.add_paths ("Denied" , op->path_denied); |
527 |
|
528 |
if (buf.empty ()) |
529 |
buf << "of adornment"; |
530 |
} |
531 |
|
532 |
return buf; |
533 |
} |
534 |
|
535 |
/* |
536 |
* query_short_name(object) is similar to query_name, but doesn't |
537 |
* contain any information about object status (worn/cursed/etc.) |
538 |
*/ |
539 |
const char * |
540 |
query_short_name (const object *op) |
541 |
{ |
542 |
if (op->name == 0) |
543 |
return "(null)"; |
544 |
|
545 |
if (!op->nrof |
546 |
&& !op->weight |
547 |
&& !op->title |
548 |
&& !is_magical (op) |
549 |
&& op->slaying != shstr_money) |
550 |
return op->name; /* To speed things up (or make things slower?) */ |
551 |
|
552 |
static dynbuf_text buf; buf.clear (); |
553 |
|
554 |
buf << (op->nrof <= 1 ? op->name : op->name_pl); |
555 |
|
556 |
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
557 |
buf << ' ' << op->title; |
558 |
|
559 |
switch (op->type) |
560 |
{ |
561 |
case SPELLBOOK: |
562 |
case SCROLL: |
563 |
case WAND: |
564 |
case ROD: |
565 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
566 |
{ |
567 |
if (!op->title) |
568 |
buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
569 |
|
570 |
if (op->type != SPELLBOOK) |
571 |
buf.printf (" (lvl %d)", op->level); |
572 |
} |
573 |
break; |
574 |
|
575 |
case ALTAR: |
576 |
case TRIGGER_ALTAR: |
577 |
case IDENTIFY_ALTAR: |
578 |
case CONVERTER: |
579 |
if (op->slaying == shstr_money) |
580 |
{ |
581 |
bool wrap = !!buf.size (); |
582 |
|
583 |
if (wrap) buf << " ["; |
584 |
|
585 |
archetype *coin = 0; |
586 |
|
587 |
for (char const *const *c = coins; *coins; ++c) |
588 |
if ((coin = archetype::find (*c))) |
589 |
if (op->stats.food % coin->value == 0) |
590 |
break; |
591 |
|
592 |
sint32 coins = op->stats.food / coin->value; |
593 |
|
594 |
buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); |
595 |
|
596 |
if (wrap) buf << ']'; |
597 |
} |
598 |
break; |
599 |
|
600 |
case SKILL: |
601 |
case AMULET: |
602 |
case RING: |
603 |
if (!op->title) |
604 |
{ |
605 |
/* If ring has a title, full description isn't so useful */ |
606 |
const char *s = ring_desc (op); |
607 |
|
608 |
if (s && *s) |
609 |
buf << " " << s; |
610 |
} |
611 |
break; |
612 |
|
613 |
default: |
614 |
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
615 |
buf.printf (" %+d", op->magic); |
616 |
} |
617 |
|
618 |
return buf; |
619 |
} |
620 |
|
621 |
/* |
622 |
* query_name(object) returns a character pointer pointing to a static |
623 |
* buffer which contains a verbose textual representation of the name |
624 |
* of the given object. |
625 |
* cf 0.92.6: Put in 5 buffers that it will cycle through. In this way, |
626 |
* you can make several calls to query_name before the bufs start getting |
627 |
* overwritten. This may be a bad thing (it may be easier to assume the value |
628 |
* returned is good forever.) However, it makes printing statements that |
629 |
* use several names much easier (don't need to store them to temp variables.) |
630 |
* |
631 |
*/ |
632 |
const char * |
633 |
query_name (const object *op) |
634 |
{ |
635 |
int len = 0; |
636 |
static dynbuf_text bufs[5]; |
637 |
static int use_buf = 0; |
638 |
|
639 |
use_buf++; |
640 |
use_buf %= 5; |
641 |
|
642 |
dynbuf_text &buf = bufs [use_buf]; |
643 |
buf.clear (); |
644 |
|
645 |
if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
646 |
if (materialtype_t *mt = name_to_material (op->materialname)) |
647 |
buf << mt->description << ' '; |
648 |
|
649 |
buf << query_short_name (op); |
650 |
|
651 |
if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
652 |
buf << " *"; |
653 |
if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) |
654 |
buf << " (open)"; |
655 |
|
656 |
if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
657 |
{ |
658 |
if (QUERY_FLAG (op, FLAG_DAMNED)) |
659 |
buf << " (damned)"; |
660 |
else if (QUERY_FLAG (op, FLAG_CURSED)) |
661 |
buf << " (cursed)"; |
662 |
} |
663 |
|
664 |
/* Basically, if the object is known magical (detect magic spell on it), |
665 |
* and it isn't identified, print out the fact that |
666 |
* it is magical. Assume that the detect magical spell will only set |
667 |
* KNOWN_MAGICAL if the item actually is magical. |
668 |
* |
669 |
* Changed in V 0.91.4 - still print that the object is magical even |
670 |
* if it has been applied. Equipping an item does not tell full |
671 |
* abilities, especially for artifact items. |
672 |
*/ |
673 |
if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) |
674 |
buf << " (magic)"; |
675 |
|
676 |
#if 0 |
677 |
/* item_power will be returned in desribe_item - it shouldn't really |
678 |
* be returned in the name. |
679 |
*/ |
680 |
if (op->item_power) |
681 |
sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); |
682 |
|
683 |
#endif |
684 |
|
685 |
if (QUERY_FLAG (op, FLAG_APPLIED)) |
686 |
{ |
687 |
switch (op->type) |
688 |
{ |
689 |
case BOW: |
690 |
case WAND: |
691 |
case ROD: |
692 |
case HORN: |
693 |
buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); |
694 |
break; |
695 |
case WEAPON: |
696 |
buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); |
697 |
break; |
698 |
case ARMOUR: |
699 |
case HELMET: |
700 |
case SHIELD: |
701 |
case RING: |
702 |
case BOOTS: |
703 |
case GLOVES: |
704 |
case AMULET: |
705 |
case GIRDLE: |
706 |
case BRACERS: |
707 |
case CLOAK: |
708 |
buf << " (worn)"; |
709 |
break; |
710 |
case CONTAINER: |
711 |
buf << " (active)"; |
712 |
break; |
713 |
case SKILL: |
714 |
default: |
715 |
buf << " (applied)"; |
716 |
} |
717 |
} |
718 |
|
719 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
720 |
buf << " (unpaid)"; |
721 |
|
722 |
return buf; |
723 |
} |
724 |
|
725 |
/* |
726 |
* query_base_name(object) returns a character pointer pointing to a static |
727 |
* buffer which contains a verbose textual representation of the name |
728 |
* of the given object. The buffer will be overwritten at the next |
729 |
* call to query_base_name(). This is a lot like query_name, but we |
730 |
* don't include the item count or item status. Used for inventory sorting |
731 |
* and sending to client. |
732 |
* If plural is set, we generate the plural name of this. |
733 |
*/ |
734 |
const char * |
735 |
query_base_name (const object *op, int plural) |
736 |
{ |
737 |
if ((!plural && !op->name) || (plural && !op->name_pl)) |
738 |
return "(null)"; |
739 |
|
740 |
if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
741 |
return op->name; /* To speed things up (or make things slower?) */ |
742 |
|
743 |
static dynbuf_text buf; buf.clear (); |
744 |
|
745 |
if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
746 |
if (materialtype_t *mt = name_to_material (op->materialname)) |
747 |
if (op->arch->materialname != mt->name) |
748 |
buf << mt->description << ' '; |
749 |
|
750 |
buf << (plural ? op->name_pl : op->name); |
751 |
|
752 |
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
753 |
buf << ' ' << op->title; |
754 |
|
755 |
switch (op->type) |
756 |
{ |
757 |
case SPELLBOOK: |
758 |
case SCROLL: |
759 |
case WAND: |
760 |
case ROD: |
761 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
762 |
{ |
763 |
if (!op->title) |
764 |
buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
765 |
|
766 |
if (op->type != SPELLBOOK) |
767 |
buf.printf (" (lvl %d)", op->level); |
768 |
} |
769 |
break; |
770 |
|
771 |
|
772 |
case SKILL: |
773 |
case AMULET: |
774 |
case RING: |
775 |
if (!op->title) |
776 |
{ |
777 |
/* If ring has a title, full description isn't so useful */ |
778 |
const char *s = ring_desc (op); |
779 |
|
780 |
if (s && *s) |
781 |
buf << ' ' << s; |
782 |
} |
783 |
break; |
784 |
|
785 |
default: |
786 |
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
787 |
buf.printf (" %+d", op->magic); |
788 |
} |
789 |
|
790 |
return buf; |
791 |
} |
792 |
|
793 |
/* Break this off from describe_item - that function was way |
794 |
* too long, making it difficult to read. This function deals |
795 |
* with describing the monsters & players abilities. It should only |
796 |
* be called with monster & player objects. Returns a description |
797 |
* in a static buffer. |
798 |
*/ |
799 |
static const char * |
800 |
describe_monster (const object *op) |
801 |
{ |
802 |
static dynbuf_text buf; buf.clear (); |
803 |
|
804 |
/* Note that the resolution this provides for players really isn't |
805 |
* very good. Any player with a speed greater than .67 will |
806 |
* fall into the 'lightning fast movement' category. |
807 |
*/ |
808 |
if (op->has_active_speed ()) |
809 |
switch ((int) ((FABS (op->speed)) * 15)) |
810 |
{ |
811 |
case 0: |
812 |
buf << "(very slow movement"; |
813 |
break; |
814 |
case 1: |
815 |
buf << "(slow movement)"; |
816 |
break; |
817 |
case 2: |
818 |
buf << "(normal movement)"; |
819 |
break; |
820 |
case 3: |
821 |
case 4: |
822 |
buf << "(fast movement)"; |
823 |
break; |
824 |
case 5: |
825 |
case 6: |
826 |
buf << "(very fast movement)"; |
827 |
break; |
828 |
case 7: |
829 |
case 8: |
830 |
case 9: |
831 |
case 10: |
832 |
buf << "(extremely fast movement)"; |
833 |
break; |
834 |
default: |
835 |
buf << "(lightning fast movement)"; |
836 |
break; |
837 |
} |
838 |
|
839 |
if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; |
840 |
if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; |
841 |
if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; |
842 |
if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; |
843 |
if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; |
844 |
if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; |
845 |
if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; |
846 |
if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; |
847 |
if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; |
848 |
if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; |
849 |
if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; |
850 |
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; |
851 |
if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; |
852 |
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; |
853 |
|
854 |
if (op->randomitems) |
855 |
{ |
856 |
bool first = 1; |
857 |
|
858 |
for (treasure *t = op->randomitems->items; t; t = t->next) |
859 |
if (t->item && t->item->type == SPELL) |
860 |
{ |
861 |
if (first) |
862 |
buf << "(Spell abilities:)"; |
863 |
|
864 |
first = 0; |
865 |
|
866 |
buf << '(' << t->item->object::name << ')'; |
867 |
} |
868 |
} |
869 |
|
870 |
if (op->type == PLAYER) |
871 |
{ |
872 |
if (op->contr->digestion) |
873 |
buf.printf ("(sustenance%+d)", op->contr->digestion); |
874 |
|
875 |
if (op->contr->gen_grace) |
876 |
buf.printf ("(grace%+d)", op->contr->gen_grace); |
877 |
|
878 |
if (op->contr->gen_sp) |
879 |
buf.printf ("(magic%+d)", op->contr->gen_sp); |
880 |
|
881 |
if (op->contr->gen_hp) |
882 |
buf.printf ("(regeneration%+d)", op->contr->gen_hp); |
883 |
|
884 |
if (op->stats.luck) |
885 |
buf.printf ("(luck%+d)", op->stats.luck); |
886 |
} |
887 |
|
888 |
/* describe attacktypes */ |
889 |
if (is_dragon_pl (op)) |
890 |
{ |
891 |
/* for dragon players display the attacktypes from clawing skill |
892 |
* Break apart the for loop - move the comparison checking down - |
893 |
* this makes it more readable. |
894 |
*/ |
895 |
object *tmp; |
896 |
|
897 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
898 |
if (tmp->type == SKILL && tmp->name == shstr_clawing) |
899 |
break; |
900 |
|
901 |
if (tmp && tmp->attacktype) |
902 |
buf.add_abilities ("Claws", tmp->attacktype); |
903 |
else |
904 |
buf.add_abilities ("Attacks", op->attacktype); |
905 |
} |
906 |
else |
907 |
buf.add_abilities ("Attacks", op->attacktype); |
908 |
|
909 |
buf.add_paths ("Attuned" , op->path_attuned); |
910 |
buf.add_paths ("Repelled", op->path_repelled); |
911 |
buf.add_paths ("Denied" , op->path_denied); |
912 |
|
913 |
for (int i = 0; i < NROFATTACKS; i++) |
914 |
if (op->resist[i]) |
915 |
buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]); |
916 |
|
917 |
return buf; |
918 |
} |
919 |
|
920 |
/* |
921 |
* Returns a pointer to a static buffer which contains a |
922 |
* description of the given object. |
923 |
* If it is a monster, lots of information about its abilities |
924 |
* will be returned. |
925 |
* If it is an item, lots of information about which abilities |
926 |
* will be gained about its user will be returned. |
927 |
* If it is a player, it writes out the current abilities |
928 |
* of the player, which is usually gained by the items applied. |
929 |
* It would be really handy to actually pass another object |
930 |
* pointer on who is examining this object. Then, you could reveal |
931 |
* certain information depending on what the examiner knows, eg, |
932 |
* wouldn't need to use the SEE_INVISIBLE flag to know it is |
933 |
* a dragon player examining food. Could have things like |
934 |
* a dwarven axe, in which the full abilities are only known to |
935 |
* dwarves, etc. |
936 |
* |
937 |
* This function is really much more complicated than it should |
938 |
* be, because different objects have different meanings |
939 |
* for the same field (eg, wands use 'food' for charges). This |
940 |
* means these special cases need to be worked out. |
941 |
* |
942 |
* Add 'owner' who is the person examining this object. |
943 |
* owner can be null if no one is being associated with this |
944 |
* item (eg, debug dump or the like) |
945 |
*/ |
946 |
const char * |
947 |
describe_item (const object *op, object *owner) |
948 |
{ |
949 |
if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
950 |
return describe_monster (op); |
951 |
|
952 |
static dynbuf_text buf; buf.clear (); |
953 |
int identified, i; |
954 |
|
955 |
/* figure this out once, instead of making multiple calls to need_identify. |
956 |
* also makes the code easier to read. |
957 |
*/ |
958 |
identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); |
959 |
if (!identified) |
960 |
buf << "(unidentified)"; |
961 |
|
962 |
switch (op->type) |
963 |
{ |
964 |
case BOW: |
965 |
case ARROW: |
966 |
case WAND: |
967 |
case ROD: |
968 |
case HORN: |
969 |
case WEAPON: |
970 |
case ARMOUR: |
971 |
case HELMET: |
972 |
case SHIELD: |
973 |
case BOOTS: |
974 |
case GLOVES: |
975 |
case GIRDLE: |
976 |
case BRACERS: |
977 |
case CLOAK: |
978 |
case SKILL_TOOL: |
979 |
break; /* We have more information to do below this switch */ |
980 |
|
981 |
case POWER_CRYSTAL: |
982 |
if (op->stats.maxsp > 1000) |
983 |
{ /*higher capacity crystals */ |
984 |
i = (op->stats.maxsp % 1000) / 100; |
985 |
|
986 |
if (i) |
987 |
buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); |
988 |
else |
989 |
buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); |
990 |
} |
991 |
else |
992 |
buf.printf ("(capacity %d). It is ", op->stats.maxsp); |
993 |
|
994 |
i = (op->stats.sp * 10) / op->stats.maxsp; |
995 |
if (op->stats.sp == 0) |
996 |
buf << "empty."; |
997 |
else if (i == 0) |
998 |
buf << "almost empty."; |
999 |
else if (i < 3) |
1000 |
buf << "partially filled."; |
1001 |
else if (i < 6) |
1002 |
buf << "half full."; |
1003 |
else if (i < 9) |
1004 |
buf << "well charged."; |
1005 |
else if (op->stats.sp == op->stats.maxsp) |
1006 |
buf << "fully charged."; |
1007 |
else |
1008 |
buf << "almost full."; |
1009 |
break; |
1010 |
|
1011 |
case FOOD: |
1012 |
case FLESH: |
1013 |
case DRINK: |
1014 |
if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1015 |
{ |
1016 |
buf.printf ("(food+%d)", op->stats.food); |
1017 |
|
1018 |
if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) |
1019 |
buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); |
1020 |
|
1021 |
if (!QUERY_FLAG (op, FLAG_CURSED)) |
1022 |
{ |
1023 |
if (op->stats.hp) buf << "(heals)"; |
1024 |
if (op->stats.sp) buf << "(spellpoint regen)"; |
1025 |
} |
1026 |
else |
1027 |
{ |
1028 |
if (op->stats.hp) buf << "(damages)"; |
1029 |
if (op->stats.sp) buf << "(spellpoint depletion)"; |
1030 |
} |
1031 |
} |
1032 |
break; |
1033 |
|
1034 |
case SKILL: |
1035 |
case RING: |
1036 |
case AMULET: |
1037 |
if (op->item_power) |
1038 |
buf.printf ("(item_power %+d)", op->item_power); |
1039 |
|
1040 |
if (op->title) |
1041 |
buf << ring_desc (op); |
1042 |
|
1043 |
return buf; |
1044 |
|
1045 |
default: |
1046 |
return buf; |
1047 |
} |
1048 |
|
1049 |
/* Down here, we more further describe equipment type items. |
1050 |
* only describe them if they have been identified or the like. |
1051 |
*/ |
1052 |
if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1053 |
{ |
1054 |
int attr, val; |
1055 |
|
1056 |
for (attr = 0; attr < NUM_STATS; attr++) |
1057 |
if ((val = op->stats.stat (attr))) |
1058 |
buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1059 |
|
1060 |
if (op->stats.exp) |
1061 |
buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1062 |
|
1063 |
switch (op->type) |
1064 |
{ |
1065 |
case BOW: |
1066 |
case ARROW: |
1067 |
case GIRDLE: |
1068 |
case HELMET: |
1069 |
case SHIELD: |
1070 |
case BOOTS: |
1071 |
case GLOVES: |
1072 |
case WEAPON: |
1073 |
case SKILL: |
1074 |
case RING: |
1075 |
case AMULET: |
1076 |
case ARMOUR: |
1077 |
case BRACERS: |
1078 |
case FORCE: |
1079 |
case CLOAK: |
1080 |
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
1081 |
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
1082 |
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
1083 |
|
1084 |
if ((op->type == WEAPON || op->type == BOW) && op->level > 0) |
1085 |
buf.printf ("(improved %d/%d)", op->last_eat, op->level); |
1086 |
|
1087 |
break; |
1088 |
|
1089 |
default: |
1090 |
break; |
1091 |
} |
1092 |
|
1093 |
if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; |
1094 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; |
1095 |
|
1096 |
/* levitate was what is was before, so we'll keep it */ |
1097 |
if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; |
1098 |
if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; |
1099 |
if (op->move_type & MOVE_SWIM) buf << "(swim)"; |
1100 |
|
1101 |
/* walking is presumed as 'normal', so doesn't need mentioning */ |
1102 |
|
1103 |
if (op->item_power) |
1104 |
buf.printf ("(item_power %+d)", op->item_power); |
1105 |
} /* End if identified or applied */ |
1106 |
|
1107 |
/* This blocks only deals with fully identified object. |
1108 |
* it is intentional that this is not an 'else' from a above - |
1109 |
* in this way, information is added. |
1110 |
*/ |
1111 |
if (identified) |
1112 |
{ |
1113 |
int more_info = 0; |
1114 |
|
1115 |
switch (op->type) |
1116 |
{ |
1117 |
case ROD: /* These use stats.sp for spell selection and stats.food */ |
1118 |
case HORN: /* and stats.hp for spell-point regeneration... */ |
1119 |
case BOW: |
1120 |
case ARROW: |
1121 |
case WAND: |
1122 |
case FOOD: |
1123 |
case FLESH: |
1124 |
case DRINK: |
1125 |
more_info = 0; |
1126 |
break; |
1127 |
|
1128 |
/* Armor type objects */ |
1129 |
case ARMOUR: |
1130 |
case HELMET: |
1131 |
case SHIELD: |
1132 |
case BOOTS: |
1133 |
case GLOVES: |
1134 |
case GIRDLE: |
1135 |
case BRACERS: |
1136 |
case CLOAK: |
1137 |
if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0); |
1138 |
if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op)); |
1139 |
more_info = 1; |
1140 |
break; |
1141 |
|
1142 |
case WEAPON: |
1143 |
/* Calculate it the same way fix_player does so the results |
1144 |
* make sense. |
1145 |
*/ |
1146 |
i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; |
1147 |
if (i < 0) |
1148 |
i = 0; |
1149 |
|
1150 |
buf.printf ("(weapon speed %d)", i); |
1151 |
more_info = 1; |
1152 |
break; |
1153 |
} |
1154 |
|
1155 |
if (more_info) |
1156 |
{ |
1157 |
if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1158 |
if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1159 |
if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1160 |
if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1161 |
} |
1162 |
|
1163 |
if (op->stats.luck) |
1164 |
buf.printf ("(luck%+d)", op->stats.luck); |
1165 |
|
1166 |
if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
1167 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
1168 |
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
1169 |
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
1170 |
|
1171 |
if (op->slaying && op->type != FOOD) |
1172 |
buf.printf ("(slay %s)", &op->slaying); |
1173 |
|
1174 |
buf.add_abilities ("Attacks", op->attacktype); |
1175 |
/* resistance on flesh is only visible for quetzals. If |
1176 |
* non flesh, everyone can see its resistances |
1177 |
*/ |
1178 |
if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1179 |
buf << describe_resistance (op, 0); |
1180 |
|
1181 |
buf.add_paths ("Attuned", op->path_attuned); |
1182 |
buf.add_paths ("Repelled", op->path_repelled); |
1183 |
buf.add_paths ("Denied", op->path_denied); |
1184 |
} |
1185 |
|
1186 |
return buf; |
1187 |
} |
1188 |
|
1189 |
std::string |
1190 |
object::describe_item (object *who) |
1191 |
{ |
1192 |
return std::string (::describe_item (this, who)); |
1193 |
} |
1194 |
|
1195 |
void |
1196 |
examine (object *op, object *tmp) |
1197 |
{ |
1198 |
std::string info = tmp->describe (op); |
1199 |
op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); |
1200 |
} |
1201 |
|
1202 |
/* |
1203 |
* inventory prints object's inventory. If inv==NULL then print player's |
1204 |
* inventory. |
1205 |
* [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1206 |
*/ |
1207 |
const char * |
1208 |
object::query_inventory (object *who, const char *indent) |
1209 |
{ |
1210 |
static dynbuf_text buf; buf.clear (); |
1211 |
|
1212 |
for (object *tmp = inv; tmp; tmp = tmp->below) |
1213 |
if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1214 |
buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); |
1215 |
else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1216 |
buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); |
1217 |
|
1218 |
if (buf.size ()) |
1219 |
buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); |
1220 |
else |
1221 |
buf.printf ("%s(empty)\n", indent); |
1222 |
|
1223 |
return buf; |
1224 |
} |
1225 |
|
1226 |
/* Return true if the item is magical. A magical item is one that |
1227 |
* increases/decreases any abilities, provides a resistance, |
1228 |
* has a generic magical bonus, or is an artifact. |
1229 |
* This function is used by detect_magic to determine if an item |
1230 |
* should be marked as magical. |
1231 |
*/ |
1232 |
int |
1233 |
is_magical (const object *op) |
1234 |
{ |
1235 |
int i; |
1236 |
|
1237 |
/* living creatures are considered non magical */ |
1238 |
if (QUERY_FLAG (op, FLAG_ALIVE)) |
1239 |
return 0; |
1240 |
|
1241 |
/* This is a test for it being an artifact, as artifacts have titles */ |
1242 |
if (op->title != NULL) |
1243 |
return 1; |
1244 |
|
1245 |
/* Handle rings and amulets specially. If they change any of these |
1246 |
* values, it means they are magical. |
1247 |
*/ |
1248 |
if ((op->type == AMULET || op->type == RING) && |
1249 |
(op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1250 |
return 1; |
1251 |
|
1252 |
/* Check for stealty, speed, flying, or just plain magic in the boots */ |
1253 |
/* Presume any boots that hvae a move_type are special. */ |
1254 |
if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) |
1255 |
return 1; |
1256 |
|
1257 |
/* Take care of amulet/shield that reflects spells/missiles */ |
1258 |
if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) |
1259 |
return 1; |
1260 |
|
1261 |
/* Take care of helmet of xrays */ |
1262 |
if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) |
1263 |
return 1; |
1264 |
|
1265 |
/* Potions & rods are always magical. Wands/staves are also magical, |
1266 |
* assuming they still have any charges left. |
1267 |
*/ |
1268 |
if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food)) |
1269 |
return 1; |
1270 |
|
1271 |
/* if something gives a protection, either positive or negative, its magical */ |
1272 |
/* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0, |
1273 |
* so this always works out fine. |
1274 |
*/ |
1275 |
for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++) |
1276 |
if (op->resist[i]) |
1277 |
return 1; |
1278 |
|
1279 |
/* Physical protection is expected on some item types, so they should |
1280 |
* not be considered magical. |
1281 |
*/ |
1282 |
if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD && |
1283 |
op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) |
1284 |
return 1; |
1285 |
|
1286 |
/* power crystal, spellbooks, and scrolls are always magical. */ |
1287 |
if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) |
1288 |
return 1; |
1289 |
|
1290 |
/* Check to see if it increases/decreases any stats */ |
1291 |
for (i = 0; i < NUM_STATS; i++) |
1292 |
if (op->stats.stat (i)) |
1293 |
return 1; |
1294 |
|
1295 |
/* If it doesn't fall into any of the above categories, must |
1296 |
* be non magical. |
1297 |
*/ |
1298 |
return 0; |
1299 |
} |
1300 |
|
1301 |
/* need_identify returns true if the item should be identified. This |
1302 |
* function really should not exist - by default, any item not identified |
1303 |
* should need it. |
1304 |
*/ |
1305 |
|
1306 |
int |
1307 |
need_identify (const object *op) |
1308 |
{ |
1309 |
switch (op->type) |
1310 |
{ |
1311 |
case RING: |
1312 |
case WAND: |
1313 |
case ROD: |
1314 |
case HORN: |
1315 |
case SCROLL: |
1316 |
case SKILL: |
1317 |
case SKILLSCROLL: |
1318 |
case SPELLBOOK: |
1319 |
case FOOD: |
1320 |
case POTION: |
1321 |
case BOW: |
1322 |
case ARROW: |
1323 |
case WEAPON: |
1324 |
case ARMOUR: |
1325 |
case SHIELD: |
1326 |
case HELMET: |
1327 |
case AMULET: |
1328 |
case BOOTS: |
1329 |
case GLOVES: |
1330 |
case BRACERS: |
1331 |
case GIRDLE: |
1332 |
case CONTAINER: |
1333 |
case DRINK: |
1334 |
case FLESH: |
1335 |
case INORGANIC: |
1336 |
case CLOSE_CON: |
1337 |
case CLOAK: |
1338 |
case GEM: |
1339 |
case POWER_CRYSTAL: |
1340 |
case POISON: |
1341 |
case BOOK: |
1342 |
case SKILL_TOOL: |
1343 |
return 1; |
1344 |
} |
1345 |
|
1346 |
/* Try to track down some stuff that may show up here. Thus, the |
1347 |
* archetype file can be updated, and this function removed. |
1348 |
*/ |
1349 |
#if 0 |
1350 |
LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1351 |
#endif |
1352 |
return 0; |
1353 |
} |
1354 |
|
1355 |
/* |
1356 |
* Supposed to fix face-values as well here, but later. |
1357 |
*/ |
1358 |
void |
1359 |
identify (object *op) |
1360 |
{ |
1361 |
object *pl; |
1362 |
|
1363 |
SET_FLAG (op, FLAG_IDENTIFIED); |
1364 |
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
1365 |
CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); |
1366 |
|
1367 |
/* |
1368 |
* We want autojoining of equal objects: |
1369 |
*/ |
1370 |
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1371 |
SET_FLAG (op, FLAG_KNOWN_CURSED); |
1372 |
|
1373 |
if (op->type == POTION) |
1374 |
{ |
1375 |
if (op->inv && op->randomitems) |
1376 |
op->title = op->inv->name; |
1377 |
else if (op->arch) |
1378 |
{ |
1379 |
op->name = op->arch->object::name; |
1380 |
op->name_pl = op->arch->object::name_pl; |
1381 |
} |
1382 |
} |
1383 |
|
1384 |
/* If the object is on a map, make sure we update its face */ |
1385 |
if (op->map) |
1386 |
update_object (op, UP_OBJ_CHANGE); |
1387 |
else |
1388 |
{ |
1389 |
pl = op->in_player (); |
1390 |
if (pl) |
1391 |
/* A lot of the values can change from an update - might as well send |
1392 |
* it all. |
1393 |
*/ |
1394 |
esrv_send_item (pl, op); |
1395 |
} |
1396 |
} |
1397 |
|