… | |
… | |
47 | * may be better. |
47 | * may be better. |
48 | * Basically, for the use/nonuse, the code does something like: |
48 | * Basically, for the use/nonuse, the code does something like: |
49 | * "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 |
50 | */ |
50 | */ |
51 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
51 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
52 | {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"}, |
|
|
53 | {"body_shield" , "You can wield it as a shield" , "It is used as a shield"}, |
52 | {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, |
54 | {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
53 | {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
|
|
54 | {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, |
|
|
55 | {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, |
55 | {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"}, |
56 | {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, |
56 | {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"}, |
57 | {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, |
57 | {"body_head" , "You can wear it on your head" , "It goes on a human's head"}, |
58 | {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, |
58 | {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"}, |
59 | {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
59 | {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"}, |
|
|
60 | {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} , |
60 | {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , |
61 | {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
61 | {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
62 | {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"}, |
62 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
63 | {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"}, |
63 | {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
64 | {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"}, |
64 | {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
65 | {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"}, |
65 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
66 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
66 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
67 | }; |
67 | }; |
68 | |
68 | |
69 | static char numbers[21][20] = { |
69 | static char numbers[21][20] = { |
70 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
70 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
… | |
… | |
272 | { |
272 | { |
273 | int i, tmp, enc; |
273 | int i, tmp, enc; |
274 | |
274 | |
275 | enc = 0; |
275 | enc = 0; |
276 | for (i = 0; i < NUM_STATS; i++) |
276 | for (i = 0; i < NUM_STATS; i++) |
277 | enc += get_attr_value (&op->stats, i); |
277 | enc += op->stats.stat (i); |
278 | |
278 | |
279 | /* This protection logic is pretty flawed. 20% fire resistance |
279 | /* This protection logic is pretty flawed. 20% fire resistance |
280 | * is much more valuable than 20% confusion, or 20% slow, or |
280 | * is much more valuable than 20% confusion, or 20% slow, or |
281 | * several others. Start at 1 - ignore physical - all that normal |
281 | * several others. Start at 1 - ignore physical - all that normal |
282 | * armour shouldn't be counted against |
282 | * armour shouldn't be counted against |
… | |
… | |
502 | if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) |
502 | if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) |
503 | return buf; |
503 | return buf; |
504 | |
504 | |
505 | for (attr = 0; attr < NUM_STATS; attr++) |
505 | for (attr = 0; attr < NUM_STATS; attr++) |
506 | { |
506 | { |
507 | if ((val = get_attr_value (&(op->stats), attr)) != 0) |
507 | if ((val = op->stats.stat (attr))) |
508 | { |
|
|
509 | sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); |
508 | sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); |
510 | } |
|
|
511 | } |
509 | } |
512 | |
510 | |
513 | if (op->stats.exp) |
511 | if (op->stats.exp) |
514 | sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); |
512 | sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); |
515 | if (op->stats.wc) |
513 | if (op->stats.wc) |
… | |
… | |
1168 | { |
1166 | { |
1169 | int attr, val; |
1167 | int attr, val; |
1170 | |
1168 | |
1171 | for (attr = 0; attr < NUM_STATS; attr++) |
1169 | for (attr = 0; attr < NUM_STATS; attr++) |
1172 | { |
1170 | { |
1173 | if ((val = get_attr_value (&(op->stats), attr)) != 0) |
1171 | if ((val = op->stats.stat (attr))) |
1174 | { |
1172 | { |
1175 | sprintf (buf, "(%s%+d)", short_stat_name[attr], val); |
1173 | sprintf (buf, "(%s%+d)", short_stat_name[attr], val); |
1176 | strcat (retbuf, buf); |
1174 | strcat (retbuf, buf); |
1177 | } |
1175 | } |
1178 | } |
1176 | } |
… | |
… | |
1435 | if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) |
1433 | if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) |
1436 | return 1; |
1434 | return 1; |
1437 | |
1435 | |
1438 | /* Check to see if it increases/decreases any stats */ |
1436 | /* Check to see if it increases/decreases any stats */ |
1439 | for (i = 0; i < NUM_STATS; i++) |
1437 | for (i = 0; i < NUM_STATS; i++) |
1440 | if (get_attr_value (&(op->stats), i) != 0) |
1438 | if (op->stats.stat (i)) |
1441 | return 1; |
1439 | return 1; |
1442 | |
1440 | |
1443 | /* If it doesn't fall into any of the above categories, must |
1441 | /* If it doesn't fall into any of the above categories, must |
1444 | * be non magical. |
1442 | * be non magical. |
1445 | */ |
1443 | */ |
… | |
… | |
1454 | int |
1452 | int |
1455 | need_identify (const object *op) |
1453 | need_identify (const object *op) |
1456 | { |
1454 | { |
1457 | switch (op->type) |
1455 | switch (op->type) |
1458 | { |
1456 | { |
1459 | case RING: |
1457 | case RING: |
1460 | case WAND: |
1458 | case WAND: |
1461 | case ROD: |
1459 | case ROD: |
1462 | case HORN: |
1460 | case HORN: |
1463 | case SCROLL: |
1461 | case SCROLL: |
1464 | case SKILL: |
1462 | case SKILL: |
1465 | case SKILLSCROLL: |
1463 | case SKILLSCROLL: |
1466 | case SPELLBOOK: |
1464 | case SPELLBOOK: |
1467 | case FOOD: |
1465 | case FOOD: |
1468 | case POTION: |
1466 | case POTION: |
1469 | case BOW: |
1467 | case BOW: |
1470 | case ARROW: |
1468 | case ARROW: |
1471 | case WEAPON: |
1469 | case WEAPON: |
1472 | case ARMOUR: |
1470 | case ARMOUR: |
1473 | case SHIELD: |
1471 | case SHIELD: |
1474 | case HELMET: |
1472 | case HELMET: |
1475 | case AMULET: |
1473 | case AMULET: |
1476 | case BOOTS: |
1474 | case BOOTS: |
1477 | case GLOVES: |
1475 | case GLOVES: |
1478 | case BRACERS: |
1476 | case BRACERS: |
1479 | case GIRDLE: |
1477 | case GIRDLE: |
1480 | case CONTAINER: |
1478 | case CONTAINER: |
1481 | case DRINK: |
1479 | case DRINK: |
1482 | case FLESH: |
1480 | case FLESH: |
1483 | case INORGANIC: |
1481 | case INORGANIC: |
1484 | case CLOSE_CON: |
1482 | case CLOSE_CON: |
1485 | case CLOAK: |
1483 | case CLOAK: |
1486 | case GEM: |
1484 | case GEM: |
1487 | case POWER_CRYSTAL: |
1485 | case POWER_CRYSTAL: |
1488 | case POISON: |
1486 | case POISON: |
1489 | case BOOK: |
1487 | case BOOK: |
1490 | case SKILL_TOOL: |
1488 | case SKILL_TOOL: |
1491 | return 1; |
1489 | return 1; |
1492 | } |
1490 | } |
|
|
1491 | |
1493 | /* Try to track down some stuff that may show up here. Thus, the |
1492 | /* Try to track down some stuff that may show up here. Thus, the |
1494 | * archetype file can be updated, and this function removed. |
1493 | * archetype file can be updated, and this function removed. |
1495 | */ |
1494 | */ |
1496 | #if 0 |
1495 | #if 0 |
1497 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1496 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |