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 | */ |
50 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
51 | Body_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 | |
79 | static char numbers[21][20] = { |
67 | static 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 | |
|
|
491 | char * |
467 | char * |
492 | get_number (int i) |
468 | get_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 | */ |
671 | char * |
647 | char * |
672 | query_name (const object *op) |
648 | query_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 | |
|
|
882 | static char * |
861 | static char * |
883 | describe_monster (const object *op) |
862 | describe_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 | |
|
|
1525 | void |
1497 | void |
1526 | identify (object *op) |
1498 | identify (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 | |