ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.24 by root, Wed Mar 14 04:12:27 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
46 * may be better. 47 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */ 50 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"} 52 {"body_range", "in your range slot", "in a human's range slot"},
52 ,
53 {"body_arm", "on your arm", "on a human's arm"} 53 {"body_arm", "on your arm", "on a human's arm"},
54 ,
55 {"body_torso", "on your body", "on a human's torso"} 54 {"body_torso", "on your body", "on a human's torso"},
56 ,
57 {"body_head", "on your head", "on a human's head"} 55 {"body_head", "on your head", "on a human's head"},
58 ,
59 {"body_neck", "around your neck", "around a humans neck"} 56 {"body_neck", "around your neck", "around a humans neck"},
60 ,
61 {"body_skill", "in your skill slot", "in a human's skill slot"} 57 {"body_skill", "in your skill slot", "in a human's skill slot"},
62 ,
63 {"body_finger", "on your finger", "on a human's finger"} 58 {"body_finger", "on your finger", "on a human's finger"} ,
64 ,
65 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 59 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
66 ,
67 {"body_foot", "on your feet", "on a human's feet"} 60 {"body_foot", "on your feet", "on a human's feet"},
68 ,
69 {"body_hand", "on your hands", "on a human's hands"} 61 {"body_hand", "on your hands", "on a human's hands"},
70 ,
71 {"body_wrist", "around your wrists", "around a human's wrist"} 62 {"body_wrist", "around your wrists", "around a human's wrist"},
72 ,
73 {"body_waist", "around your waist", "around a human's waist"} 63 {"body_waist", "around your waist", "around a human's waist"},
74 ,
75
76/*{"body_dragon_torso", "your body", "a dragon's body"} */ 64/*{"body_dragon_torso", "your body", "a dragon's body"} */
77}; 65};
78 66
79static char numbers[21][20] = { 67static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
112 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
113 {FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
114 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115 {BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
116 {CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
117 {LIGHTNING, "lightning", "lightning", 0, 0},
118 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119 {BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
120 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
172 {FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
173 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176 {LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
177 {TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
178 {WALL, "wall", "walls", 0, 0},
179 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
180 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
181 {MONSTER, "monster", "monsters", 0, 0},
182 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
183 {LAMP, "lamp", "lamps", 0, 0}, 165 {LAMP, "lamp", "lamps", 0, 0},
184 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185 {TOOL, "tool", "tools", 0, 0},
186 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187 {BUILDFAC, "building facility", "building facilities", 0, 0},
188 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189 {SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
190 {GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
191 {BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
192 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
199 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200 {CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
201 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202 {POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
203 {SAVEBED, "savebed", "savebeds", 0, 0}, 183 {SAVEBED, "savebed", "savebeds", 0, 0},
204 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
205 {FIREHOLES, "fireholes", "fireholes", 0, 0},
206 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208 {DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
209 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210 {FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
478 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
479 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
480 return buf; 458 return buf;
481} 459}
482 460
483
484/* 461/*
485 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
486 * in a static buffer. The buffer might be overwritten at the next 463 * in a static buffer. The buffer might be overwritten at the next
487 * call to get_number(). 464 * call to get_number().
488 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
489 */ 466 */
490
491char * 467char *
492get_number (int i) 468get_number (int i)
493{ 469{
494 if (i <= 20) 470 if (i <= 20)
495 return numbers[i]; 471 return numbers[i];
669 * 645 *
670 */ 646 */
671char * 647char *
672query_name (const object *op) 648query_name (const object *op)
673{ 649{
674 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
675 static int use_buf = 0; 651 static int use_buf = 0;
676 int len = 0; 652 int len = 0;
677 653
678#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
679 materialtype_t *mt; 655 materialtype_t *mt;
681 657
682 use_buf++; 658 use_buf++;
683 use_buf %= 5; 659 use_buf %= 5;
684 660
685#ifdef NEW_MATERIAL_CODE 661#ifdef NEW_MATERIAL_CODE
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 662 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
687 { 663 {
688 mt = name_to_material (op->materialname); 664 mt = name_to_material (op->materialname);
689 if (mt) 665 if (mt)
690 { 666 {
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
706 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
707 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
708 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
709 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
710 } 686 }
687
711 /* Basically, if the object is known magical (detect magic spell on it), 688 /* Basically, if the object is known magical (detect magic spell on it),
712 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
713 * it is magical. Assume that the detect magical spell will only set 690 * it is magical. Assume that the detect magical spell will only set
714 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
715 * 692 *
731 708
732 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
733 { 710 {
734 switch (op->type) 711 switch (op->type)
735 { 712 {
736 case BOW: 713 case BOW:
737 case WAND: 714 case WAND:
738 case ROD: 715 case ROD:
739 case HORN: 716 case HORN:
740 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
741 break; 718 break;
742 case WEAPON: 719 case WEAPON:
743 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
744 break; 721 break;
745 case ARMOUR: 722 case ARMOUR:
746 case HELMET: 723 case HELMET:
747 case SHIELD: 724 case SHIELD:
748 case RING: 725 case RING:
749 case BOOTS: 726 case BOOTS:
750 case GLOVES: 727 case GLOVES:
751 case AMULET: 728 case AMULET:
752 case GIRDLE: 729 case GIRDLE:
753 case BRACERS: 730 case BRACERS:
754 case CLOAK: 731 case CLOAK:
755 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
756 break; 733 break;
757 case CONTAINER: 734 case CONTAINER:
758 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
759 break; 736 break;
760 case SKILL: 737 case SKILL:
761 default: 738 default:
762 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
763 } 740 }
764 } 741 }
742
765 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
766 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
767 745
768 return buf[use_buf]; 746 return buf [use_buf];
769} 747}
770 748
771/* 749/*
772 * query_base_name(object) returns a character pointer pointing to a static 750 * query_base_name(object) returns a character pointer pointing to a static
773 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
788 return "(null)"; 766 return "(null)";
789 767
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 768 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791 return op->name; /* To speed things up (or make things slower?) */ 769 return op->name; /* To speed things up (or make things slower?) */
792 770
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
794 mt = name_to_material (op->materialname); 772 mt = name_to_material (op->materialname);
795 773
796#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
799 { 777 {
800 strcpy (buf, mt->description); 778 strcpy (buf, mt->description);
801 len = strlen (buf); 779 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
807 } 785 }
808 else 786 else
809 { 787 {
810#endif 788#endif
811 if (!plural) 789 if (!plural)
812 strcpy (buf, op->name); 790 assign (buf, op->name);
813 else 791 else
814 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
815 len = strlen (buf); 794 len = strlen (buf);
816#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
817 } 796 }
818#endif 797#endif
819 798
823 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
824 } 803 }
825 804
826 switch (op->type) 805 switch (op->type)
827 { 806 {
828 case SPELLBOOK: 807 case SPELLBOOK:
829 case SCROLL: 808 case SCROLL:
830 case WAND: 809 case WAND:
831 case ROD: 810 case ROD:
832 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
833 { 812 {
834 if (!op->title) 813 if (!op->title)
835 { 814 {
836 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
837 if (op->inv) 816 if (op->inv)
838 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
839 else 818 else
840 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
841 } 820 }
842 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
843 { 822 {
844 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
845 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
846 } 825 }
847 } 826 }
848 break; 827 break;
849 828
850 829
851 case SKILL: 830 case SKILL:
852 case AMULET: 831 case AMULET:
853 case RING: 832 case RING:
854 if (!op->title) 833 if (!op->title)
855 { 834 {
856 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
857 char *s = ring_desc (op); 836 char *s = ring_desc (op);
858 837
859 if (s[0]) 838 if (s[0])
860 { 839 {
861 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
862 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
863 } 842 }
864 } 843 }
865 break; 844 break;
866 default: 845 default:
867 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
868 { 847 {
869 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
870 } 849 }
871 } 850 }
851
872 return buf; 852 return buf;
873} 853}
874 854
875/* Break this off from describe_item - that function was way 855/* Break this off from describe_item - that function was way
876 * too long, making it difficult to read. This function deals 856 * too long, making it difficult to read. This function deals
877 * with describing the monsters & players abilities. It should only 857 * with describing the monsters & players abilities. It should only
878 * be called with monster & player objects. Returns a description 858 * be called with monster & player objects. Returns a description
879 * in a static buffer. 859 * in a static buffer.
880 */ 860 */
881
882static char * 861static char *
883describe_monster (const object *op) 862describe_monster (const object *op)
884{ 863{
885 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
886 static char retbuf[VERY_BIG_BUF]; 865 static char retbuf[VERY_BIG_BUF];
890 869
891 /* Note that the resolution this provides for players really isn't 870 /* Note that the resolution this provides for players really isn't
892 * very good. Any player with a speed greater than .67 will 871 * very good. Any player with a speed greater than .67 will
893 * fall into the 'lightning fast movement' category. 872 * fall into the 'lightning fast movement' category.
894 */ 873 */
895 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 874 if (op->has_active_speed ())
896 { 875 {
897 switch ((int) ((FABS (op->speed)) * 15)) 876 switch ((int) ((FABS (op->speed)) * 15))
898 { 877 {
899 case 0: 878 case 0:
900 strcat (retbuf, "(very slow movement)"); 879 strcat (retbuf, "(very slow movement)");
956 { 935 {
957 treasure *t; 936 treasure *t;
958 int first = 1; 937 int first = 1;
959 938
960 for (t = op->randomitems->items; t != NULL; t = t->next) 939 for (t = op->randomitems->items; t != NULL; t = t->next)
961 if (t->item && (t->item->clone.type == SPELL)) 940 if (t->item && t->item->clone.type == SPELL)
962 { 941 {
963 if (first) 942 if (first)
964 { 943 {
965 first = 0; 944 first = 0;
966 strcat (retbuf, "(Spell abilities:)"); 945 strcat (retbuf, "(Spell abilities:)");
1012 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1013 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1014 break; 993 break;
1015 994
1016 if (tmp && tmp->attacktype != 0) 995 if (tmp && tmp->attacktype != 0)
1017 {
1018 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1019 }
1020 else 997 else
1021 {
1022 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1023 }
1024 } 999 }
1025 else 1000 else
1026 {
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1028 } 1002
1029 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1030 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1031 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1006
1032 for (i = 0; i < NROFATTACKS; i++) 1007 for (i = 0; i < NROFATTACKS; i++)
1033 {
1034 if (op->resist[i]) 1008 if (op->resist[i])
1035 { 1009 {
1036 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1037 strcat (retbuf, buf); 1011 strcat (retbuf, buf);
1038 } 1012 }
1039 } 1013
1040 return retbuf; 1014 return retbuf;
1041} 1015}
1042 1016
1043 1017
1044/* 1018/*
1515 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1489 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1516#endif 1490#endif
1517 return 0; 1491 return 0;
1518} 1492}
1519 1493
1520
1521/* 1494/*
1522 * Supposed to fix face-values as well here, but later. 1495 * Supposed to fix face-values as well here, but later.
1523 */ 1496 */
1524
1525void 1497void
1526identify (object *op) 1498identify (object *op)
1527{ 1499{
1528 object *pl; 1500 object *pl;
1529 1501
1548 } 1520 }
1549 } 1521 }
1550 1522
1551 /* If the object is on a map, make sure we update its face */ 1523 /* If the object is on a map, make sure we update its face */
1552 if (op->map) 1524 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1525 update_object (op, UP_OBJ_CHANGE);
1554 else 1526 else
1555 { 1527 {
1556 pl = is_player_inv (op->env); 1528 pl = op->in_player ();
1557 if (pl) 1529 if (pl)
1558 /* A lot of the values can change from an update - might as well send 1530 /* A lot of the values can change from an update - might as well send
1559 * it all. 1531 * it all.
1560 */ 1532 */
1561 esrv_send_item (pl, op); 1533 esrv_send_item (pl, op);
1562 } 1534 }
1563} 1535}
1536

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines