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Comparing deliantra/server/common/item.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.10 by elmex, Wed Dec 20 10:31:00 2006 UTC

1/*
2 * static char *rcsid_item_c =
3 * "$Id: item.C,v 1.2 2006/08/29 08:01:35 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31#include <living.h> 26#include <living.h>
51 * may be better. 46 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
53 * "This item goes %s\n", with the use/nonuse values filling in the %s 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
54 */ 49 */
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"body_range", "in your range slot", "in a human's range slot"}, 51 {"body_range", "in your range slot", "in a human's range slot"},
57{"body_arm", "on your arm", "on a human's arm"}, 52 {"body_arm", "on your arm", "on a human's arm"},
58{"body_torso", "on your body", "on a human's torso"}, 53 {"body_torso", "on your body", "on a human's torso"},
59{"body_head", "on your head", "on a human's head"}, 54 {"body_head", "on your head", "on a human's head"},
60{"body_neck", "around your neck", "around a humans neck"}, 55 {"body_neck", "around your neck", "around a humans neck"},
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {"body_skill", "in your skill slot", "in a human's skill slot"},
62{"body_finger", "on your finger", "on a human's finger"}, 57 {"body_finger", "on your finger", "on a human's finger"} ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 58 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"}, 59 {"body_foot", "on your feet", "on a human's feet"},
65{"body_hand", "on your hands", "on a human's hands"}, 60 {"body_hand", "on your hands", "on a human's hands"},
66{"body_wrist", "around your wrists", "around a human's wrist"}, 61 {"body_wrist", "around your wrists", "around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"}, 62 {"body_waist", "around your waist", "around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 63/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 64};
71 65
72static char numbers[21][20] = { 66static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 69 "eighteen", "nineteen", "twenty"
76}; 70};
77 71
78static char numbers_10[10][20] = { 72static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 74 "eighty", "ninety"
81}; 75};
82 76
83static char levelnumbers[21][20] = { 77static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 78 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 79 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 80 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 81 "nineteen", "twentieth"
88}; 82};
89 83
90static char levelnumbers_10[11][20] = { 84static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 85 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 86 "seventieth", "eightieth", "ninetieth"
93}; 87};
94 88
95/* The following is a large table of item types, the fields are: 89/* The following is a large table of item types, the fields are:
96 * item number, item name, item name (plural), and two numbers that are the skills 90 * item number, item name, item name (plural), and two numbers that are the skills
97 * used to identify them. Anytime a new item type is added or removed, this list 91 * used to identify them. Anytime a new item type is added or removed, this list
98 * should be altered to reflect that. The defines for the numerical values are in 92 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 93 * define.h
100 */ 94 */
101static const typedata item_types[] = { 95static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 96 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 97 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 98 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 99 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 100 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 101 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 102 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 103 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0}, 104 {LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 110 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 111 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 112 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 113 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 114 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 115 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 116 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 117 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 118 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 119 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 120 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 121 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 122 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 123 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 124 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 125 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 126 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 127 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 128 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 139 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 140 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 141 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 142 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 143 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 144 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 145 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 146 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 147 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 148 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 149 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 150 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 151 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 152 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 153 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 154 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 155 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 156 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 157 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {TRAP_PART, "trap part", "trap parts", 0, 0},
171{WALL, "wall", "walls", 0, 0}, 164 {WALL, "wall", "walls", 0, 0},
172{LIGHT_SOURCE, "light source", "light sources", 0, 0}, 165 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0}, 167 {MONSTER, "monster", "monsters", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0}, 168 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 169 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 170 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0}, 171 {TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 172 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0}, 173 {BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 174 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 175 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 176 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 177 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 178 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 179 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 180 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 181 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 182 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 183 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 184 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 185 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 186 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 187 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 188 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 189 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0}, 190 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0}, 191 {FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 192 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 193 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 194 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 195 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 196 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 197 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 198 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 199 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 200 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 201 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 202 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 203 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 204 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 205 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 206 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 207 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 208 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 209 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 210 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 211 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 212 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 213 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 214 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 215};
223 216
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 217const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 218
226materialtype_t *materialt; 219materialtype_t *materialt;
227 220
228/* 221/*
229materialtype material[NROFMATERIALS] = { 222materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 249 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 250 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 251 * custom objects can use whatever they want.
259 */ 252 */
260static int enc_to_item_power[21] = { 253static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 254 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 255 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 256 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 257 30, 35, 40, 45, 50 /* 20 */
265}; 258};
266 259
260int
267int get_power_from_ench(int ench) 261get_power_from_ench (int ench)
268{ 262{
269 if (ench < 0) ench = 0; 263 if (ench < 0)
270 if (ench > 20) ench = 20; 264 ench = 0;
265 if (ench > 20)
266 ench = 20;
271 return enc_to_item_power[ench]; 267 return enc_to_item_power[ench];
272} 268}
273 269
274/* This takes an object 'op' and figures out what its item_power 270/* This takes an object 'op' and figures out what its item_power
275 * rating should be. This should only really be used by the treasure 271 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns 272 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 273 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 274 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 275 * the power. This is used in the treasure code.
280 */ 276 */
277int
281int calc_item_power(const object *op, int flag) 278calc_item_power (const object *op, int flag)
282{ 279{
283 int i, tmp, enc; 280 int i, tmp, enc;
284 281
285 enc = 0; 282 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 283 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 284 enc += get_attr_value (&op->stats, i);
288 285
289 /* This protection logic is pretty flawed. 20% fire resistance 286 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 287 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 288 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 289 * armour shouldn't be counted against
293 */ 290 */
294 tmp = 0; 291 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 292 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 293 tmp += op->resist[i];
297 294
298 /* Add/substract 10 so that the rounding works out right */ 295 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 296 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 297 enc += (tmp + 10) / 20;
298 else if (tmp < 0)
299 enc += (tmp - 10) / 20;
301 300
302 enc += op->magic; 301 enc += op->magic;
303 302
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 303 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 304 * physical doesn't count against total.
306 */ 305 */
307 if (op->type == WEAPON) { 306 if (op->type == WEAPON)
307 {
308 for (i=1; i<NROFATTACKS; i++) 308 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 309 if (op->attacktype & (1 << i))
310 enc++;
311 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 312 enc += 2; /* What it slays is probably more relevent */
311 } 313 }
312 /* Items the player can equip */ 314 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 315 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 316 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 317 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 318 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 319 {
318 enc += op->stats.food; /* sustenance */ 320 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 321 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 322 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 323 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 324 enc += op->stats.exp; /* speed bonus */
323 } 325 }
324 enc += op->stats.luck; 326 enc += op->stats.luck;
325 327
326 /* Do spell paths now */ 328 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 329 for (i = 1; i < NRSPELLPATHS; i++)
330 {
328 if (op->path_attuned& (1 << i)) enc++; 331 if (op->path_attuned & (1 << i))
332 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 333 else if (op->path_denied & (1 << i))
334 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 335 else if (op->path_repelled & (1 << i))
336 enc--;
331 } 337 }
332 338
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 339 if (QUERY_FLAG (op, FLAG_LIFESAVE))
340 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 341 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
342 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 343 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
344 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 345 if (QUERY_FLAG (op, FLAG_STEALTH))
346 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 347 if (QUERY_FLAG (op, FLAG_XRAYS))
348 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 349 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
350 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 351 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
352 enc += 1;
340 353
341 return get_power_from_ench(enc); 354 return get_power_from_ench (enc);
342 355
343} 356}
344 357
345/* returns the typedata that has a number equal to itemtype, if there 358/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 359 * isn't one, returns NULL */
347 360
348const typedata *get_typedata(int itemtype) { 361const typedata *
362get_typedata (int itemtype)
363{
349 int i; 364 int i;
365
350 for (i=0;i<item_types_size;i++) 366 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 367 if (item_types[i].number == itemtype)
368 return &item_types[i];
352 return NULL; 369 return NULL;
353} 370}
354 371
355/* returns the typedata that has a name equal to itemtype, if there 372/* returns the typedata that has a name equal to itemtype, if there
356 * isn't one, return the plural name that matches, if there still isn't 373 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 374 * one return NULL */
358 375
376const typedata *
359const typedata *get_typedata_by_name(const char *name) { 377get_typedata_by_name (const char *name)
378{
360 int i; 379 int i;
380
361 for (i=0;i<item_types_size;i++) 381 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 382 if (!strcmp (item_types[i].name, name))
383 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 384 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 385 if (!strcmp (item_types[i].name_pl, name))
386 {
365 LOG(llevInfo, 387 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 388 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
367 name, item_types[i].name);
368 return &item_types[i]; 389 return &item_types[i];
369 } 390 }
370 return NULL; 391 return NULL;
371} 392}
393
372/* describe_resistance generates the visible naming for resistances. 394/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 395 * returns a static array of the description. This can return
374 * a big buffer. 396 * a big buffer.
375 * if newline is true, we don't put parens around the description 397 * if newline is true, we don't put parens around the description
376 * but do put a newline at the end. Useful when dumping to files 398 * but do put a newline at the end. Useful when dumping to files
377 */ 399 */
400char *
378char *describe_resistance(const object *op, int newline) 401describe_resistance (const object *op, int newline)
379{ 402{
380 static char buf[VERY_BIG_BUF]; 403 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 404 char buf1[VERY_BIG_BUF];
382 int tmpvar; 405 int tmpvar;
383 406
384 buf[0]=0; 407 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 408 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
409 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 410 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
411 {
387 if (!newline) 412 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 413 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 414 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 415 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 416
392 strcat(buf, buf1); 417 strcat (buf, buf1);
393 } 418 }
394 } 419 }
395 return buf; 420 return buf;
396} 421}
397 422
398 423
399/* 424/*
400 * query_weight(object) returns a character pointer to a static buffer 425 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 426 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 427 * The buffer will be overwritten by the next call to query_weight().
403 */ 428 */
404 429
430char *
405char *query_weight(const object *op) { 431query_weight (const object *op)
432{
406 static char buf[10]; 433 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 434 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 435
409 if(op->weight<0) 436 if (op->weight < 0)
410 return " "; 437 return " ";
411 if(i%1000) 438 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 439 sprintf (buf, "%6.1f", i / 1000.0);
413 else 440 else
414 sprintf(buf,"%4d ",i/1000); 441 sprintf (buf, "%4d ", i / 1000);
415 return buf; 442 return buf;
416} 443}
417 444
418/* 445/*
419 * Returns the pointer to a static buffer containing 446 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 447 * the number requested (of the form first, second, third...)
421 */ 448 */
422 449
450char *
423char *get_levelnumber(int i) { 451get_levelnumber (int i)
452{
424 static char buf[MAX_BUF]; 453 static char buf[MAX_BUF];
454
425 if (i > 99) { 455 if (i > 99)
456 {
426 sprintf(buf, "%d.", i); 457 sprintf (buf, "%d.", i);
427 return buf; 458 return buf;
428 } 459 }
429 if(i < 21) 460 if (i < 21)
430 return levelnumbers[i]; 461 return levelnumbers[i];
431 if(!(i%10)) 462 if (!(i % 10))
432 return levelnumbers_10[i/10]; 463 return levelnumbers_10[i / 10];
433 strcpy(buf, numbers_10[i/10]); 464 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 465 strcat (buf, levelnumbers[i % 10]);
435 return buf; 466 return buf;
436} 467}
437 468
438 469
439/* 470/*
441 * in a static buffer. The buffer might be overwritten at the next 472 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 473 * call to get_number().
443 * It is currently only used by the query_name() function. 474 * It is currently only used by the query_name() function.
444 */ 475 */
445 476
477char *
446char *get_number(int i) { 478get_number (int i)
479{
447 if(i<=20) 480 if (i <= 20)
448 return numbers[i]; 481 return numbers[i];
449 else { 482 else
483 {
450 static char buf[MAX_BUF]; 484 static char buf[MAX_BUF];
485
451 sprintf(buf,"%d",i); 486 sprintf (buf, "%d", i);
452 return buf; 487 return buf;
453 } 488 }
454} 489}
455 490
456/* 491/*
457 * Returns pointer to static buffer containing ring's or amulet's 492 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 493 * abilities
460 * if describle_item() would be called to get this information and 495 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 496 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 497 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 498 * client handle names.
464 */ 499 */
500
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 501/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 502 * from stats.sp - b.t.
467 */ 503 */
504char *
468char *ring_desc (const object *op) 505ring_desc (const object *op)
469{ 506{
470 static char buf[VERY_BIG_BUF]; 507 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 508 int attr, val, len;
472 509
473 buf[0] = 0; 510 buf[0] = 0;
474 511
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 512 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
476 return buf;
477
478 for (attr=0; attr<NUM_STATS; attr++) {
479 if ((val=get_attr_value(&(op->stats),attr))!=0) {
480 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
481 }
482 }
483 if(op->stats.exp)
484 sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
485 if(op->stats.wc)
486 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 if(op->stats.dam)
488 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 if(op->stats.ac)
490 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491
492 strcat(buf,describe_resistance(op, 0));
493
494 if (op->stats.food != 0)
495 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
496 /* else if (op->stats.food < 0)
497 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
498 if(op->stats.grace)
499 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 if(op->stats.sp && op->type!=SKILL)
501 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 if(op->stats.hp)
503 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 if(op->stats.luck)
505 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 strcat(buf,"(lifesaving)");
508 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 strcat(buf,"(reflect spells)");
510 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 strcat(buf,"(reflect missiles)");
512 if(QUERY_FLAG(op,FLAG_STEALTH))
513 strcat(buf,"(stealth)");
514 /* Shorten some of the names, so they appear better in the windows */
515 len=strlen(buf);
516 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519
520 /* if(op->item_power)
521 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
522 */
523 if(buf[0] == 0 && op->type!=SKILL)
524 strcpy(buf,"of adornment");
525
526
527 return buf; 513 return buf;
514
515 for (attr = 0; attr < NUM_STATS; attr++)
516 {
517 if ((val = get_attr_value (&(op->stats), attr)) != 0)
518 {
519 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
520 }
521 }
522 if (op->stats.exp)
523 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
524 if (op->stats.wc)
525 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
526 if (op->stats.dam)
527 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
528 if (op->stats.ac)
529 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
530
531 strcat (buf, describe_resistance (op, 0));
532
533 if (op->stats.food != 0)
534 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
535 /* else if (op->stats.food < 0)
536 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
537 if (op->stats.grace)
538 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
539 if (op->stats.sp && op->type != SKILL)
540 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
541 if (op->stats.hp)
542 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
543 if (op->stats.luck)
544 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
545 if (QUERY_FLAG (op, FLAG_LIFESAVE))
546 strcat (buf, "(lifesaving)");
547 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
548 strcat (buf, "(reflect spells)");
549 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
550 strcat (buf, "(reflect missiles)");
551 if (QUERY_FLAG (op, FLAG_STEALTH))
552 strcat (buf, "(stealth)");
553 /* Shorten some of the names, so they appear better in the windows */
554 len = strlen (buf);
555 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
556 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
557 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
558
559 /* if(op->item_power)
560 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
561 */
562 if (buf[0] == 0 && op->type != SKILL)
563 strcpy (buf, "of adornment");
564
565
566 return buf;
528} 567}
529 568
530/* 569/*
531 * query_short_name(object) is similar to query_name, but doesn't 570 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 571 * contain any information about object status (worn/cursed/etc.)
533 */ 572 */
573const char *
534const char *query_short_name(const object *op) 574query_short_name (const object *op)
535{ 575{
536 static char buf[HUGE_BUF]; 576 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 577 char buf2[HUGE_BUF];
538 int len=0; 578 int len = 0;
539 579
540 if(op->name == NULL) 580 if (op->name == NULL)
541 return "(null)"; 581 return "(null)";
582
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 583 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 584 return op->name; /* To speed things up (or make things slower?) */
544 585
545 if (op->nrof <= 1) 586 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 587 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 588 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 589 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 590
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 591 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
592 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 593 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 594 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 595 }
554 596
555 switch(op->type) { 597 switch (op->type)
598 {
556 case SPELLBOOK: 599 case SPELLBOOK:
557 case SCROLL: 600 case SCROLL:
558 case WAND: 601 case WAND:
559 case ROD: 602 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 603 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
604 {
561 if(!op->title) { 605 if (!op->title)
606 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 607 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 608 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 609 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 610 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 611 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 612 }
568 if(op->type != SPELLBOOK) { 613 if (op->type != SPELLBOOK)
614 {
569 sprintf(buf2, " (lvl %d)", op->level); 615 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 616 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 617 }
572 } 618 }
573 break; 619 break;
574 620
575 case SKILL: 621 case SKILL:
576 case AMULET: 622 case AMULET:
577 case RING: 623 case RING:
578 if (!op->title) { 624 if (!op->title)
625 {
579 /* If ring has a title, full description isn't so useful */ 626 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 627 char *s = ring_desc (op);
628
581 if (s[0]) { 629 if (s[0])
630 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 631 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 632 safe_strcat (buf, s, &len, HUGE_BUF);
633 }
584 } 634 }
585 }
586 break; 635 break;
587 default: 636 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 637 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
589 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 638 {
590 sprintf(buf2, " %+d", op->magic); 639 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 640 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 641 }
593 } 642 }
594 return buf; 643 return buf;
595} 644}
596 645
597/* 646/*
598 * query_name(object) returns a character pointer pointing to a static 647 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 648 * buffer which contains a verbose textual representation of the name
603 * overwritten. This may be a bad thing (it may be easier to assume the value 652 * overwritten. This may be a bad thing (it may be easier to assume the value
604 * returned is good forever.) However, it makes printing statements that 653 * returned is good forever.) However, it makes printing statements that
605 * use several names much easier (don't need to store them to temp variables.) 654 * use several names much easier (don't need to store them to temp variables.)
606 * 655 *
607 */ 656 */
657char *
608char *query_name(const object *op) { 658query_name (const object *op)
659{
609 static char buf[5][HUGE_BUF]; 660 static char buf[5][HUGE_BUF];
610 static int use_buf=0; 661 static int use_buf = 0;
611 int len=0; 662 int len = 0;
663
612#ifdef NEW_MATERIAL_CODE 664#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 665 materialtype_t *mt;
614#endif 666#endif
615 667
616 use_buf++; 668 use_buf++;
617 use_buf %=5; 669 use_buf %= 5;
618 670
619#ifdef NEW_MATERIAL_CODE 671#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 672 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
673 {
621 mt = name_to_material(op->materialname); 674 mt = name_to_material (op->materialname);
622 if (mt) { 675 if (mt)
676 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 677 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 678 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 679 }
626 } 680 }
627#endif 681#endif
628 682
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 684
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 685 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 686 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 687 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
634 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
635 safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF); 688 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 689
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 690 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
691 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 692 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 693 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 694 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 695 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 696 }
643 /* Basically, if the object is known magical (detect magic spell on it), 697 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 698 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 699 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 700 * KNOWN_MAGICAL if the item actually is magical.
647 * 701 *
648 * Changed in V 0.91.4 - still print that the object is magical even 702 * Changed in V 0.91.4 - still print that the object is magical even
649 * if it has been applied. Equipping an item does not tell full 703 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 704 * abilities, especially for artifact items.
651 */ 705 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 706 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 707 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 708
655#if 0 709#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 710 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 711 * be returned in the name.
658 */ 712 */
659 if(op->item_power) 713 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 714 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 715
663#endif 716#endif
664 717
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 718 if (QUERY_FLAG (op, FLAG_APPLIED))
719 {
666 switch(op->type) { 720 switch (op->type)
721 {
667 case BOW: 722 case BOW:
668 case WAND: 723 case WAND:
669 case ROD: 724 case ROD:
670 case HORN: 725 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 726 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
672 break; 727 break;
673 case WEAPON: 728 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 729 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
675 break; 730 break;
676 case ARMOUR: 731 case ARMOUR:
677 case HELMET: 732 case HELMET:
678 case SHIELD: 733 case SHIELD:
679 case RING: 734 case RING:
680 case BOOTS: 735 case BOOTS:
681 case GLOVES: 736 case GLOVES:
682 case AMULET: 737 case AMULET:
683 case GIRDLE: 738 case GIRDLE:
684 case BRACERS: 739 case BRACERS:
685 case CLOAK: 740 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 741 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 742 break;
688 case CONTAINER: 743 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 745 break;
691 case SKILL: 746 case SKILL:
692 default: 747 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 748 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 749 }
695 } 750 }
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 751 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 752 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 753
699 return buf[use_buf]; 754 return buf[use_buf];
700} 755}
701 756
702/* 757/*
703 * query_base_name(object) returns a character pointer pointing to a static 758 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 759 * buffer which contains a verbose textual representation of the name
706 * call to query_base_name(). This is a lot like query_name, but we 761 * call to query_base_name(). This is a lot like query_name, but we
707 * don't include the item count or item status. Used for inventory sorting 762 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 763 * and sending to client.
709 * If plural is set, we generate the plural name of this. 764 * If plural is set, we generate the plural name of this.
710 */ 765 */
766const char *
711const char *query_base_name(const object *op, int plural) { 767query_base_name (const object *op, int plural)
768{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 769 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 770 int len;
714 materialtype_t *mt; 771 materialtype_t *mt;
715 772
716 if((!plural && !op->name) || (plural && !op->name_pl)) 773 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 774 return "(null)";
718 775
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 776 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 777 return op->name; /* To speed things up (or make things slower?) */
721 778
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 779 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 780 mt = name_to_material (op->materialname);
724 781
725#ifdef NEW_MATERIAL_CODE 782#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 785 {
729 strcpy(buf, mt->description); 786 strcpy (buf, mt->description);
730 len=strlen(buf); 787 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 788 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 789 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 790 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 791 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 792 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 793 }
794 else
795 {
737#endif 796#endif
738 if (!plural) 797 if (!plural)
739 strcpy(buf, op->name); 798 strcpy (buf, op->name);
740 else 799 else
741 strcpy(buf, op->name_pl); 800 strcpy (buf, op->name_pl);
742 len=strlen(buf); 801 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 802#ifdef NEW_MATERIAL_CODE
744 } 803 }
745#endif 804#endif
746 805
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 806 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
807 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 808 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 809 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 810 }
751 811
752 switch(op->type) { 812 switch (op->type)
813 {
753 case SPELLBOOK: 814 case SPELLBOOK:
754 case SCROLL: 815 case SCROLL:
755 case WAND: 816 case WAND:
756 case ROD: 817 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 818 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
819 {
758 if(!op->title) { 820 if (!op->title)
821 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 822 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 823 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 824 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 825 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 826 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 827 }
765 if(op->type != SPELLBOOK) { 828 if (op->type != SPELLBOOK)
829 {
766 sprintf(buf2, " (lvl %d)", op->level); 830 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 831 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 832 }
769 } 833 }
770 break; 834 break;
771 835
772 836
773 case SKILL: 837 case SKILL:
774 case AMULET: 838 case AMULET:
775 case RING: 839 case RING:
776 if (!op->title) { 840 if (!op->title)
841 {
777 /* If ring has a title, full description isn't so useful */ 842 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 843 char *s = ring_desc (op);
844
779 if (s[0]) { 845 if (s[0])
846 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 847 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 848 safe_strcat (buf, s, &len, MAX_BUF);
849 }
782 } 850 }
783 }
784 break; 851 break;
785 default: 852 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 853 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
787 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { 854 {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 855 sprintf (buf + strlen (buf), " %+d", op->magic);
789 } 856 }
790 } 857 }
791 return buf; 858 return buf;
792} 859}
793 860
794/* Break this off from describe_item - that function was way 861/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 862 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 863 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 864 * be called with monster & player objects. Returns a description
798 * in a static buffer. 865 * in a static buffer.
799 */ 866 */
800 867
868static char *
801static char *describe_monster(const object *op) { 869describe_monster (const object *op)
870{
802 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 872 static char retbuf[VERY_BIG_BUF];
804 int i; 873 int i;
805 874
806 retbuf[0]='\0'; 875 retbuf[0] = '\0';
807 876
808 /* Note that the resolution this provides for players really isn't 877 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 878 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 879 * fall into the 'lightning fast movement' category.
811 */ 880 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 881 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
882 {
813 switch((int)((FABS(op->speed))*15)) { 883 switch ((int) ((FABS (op->speed)) * 15))
884 {
814 case 0: 885 case 0:
815 strcat(retbuf,"(very slow movement)"); 886 strcat (retbuf, "(very slow movement)");
816 break; 887 break;
817 case 1: 888 case 1:
818 strcat(retbuf,"(slow movement)"); 889 strcat (retbuf, "(slow movement)");
819 break; 890 break;
820 case 2: 891 case 2:
821 strcat(retbuf,"(normal movement)"); 892 strcat (retbuf, "(normal movement)");
822 break; 893 break;
823 case 3: 894 case 3:
824 case 4: 895 case 4:
825 strcat(retbuf,"(fast movement)"); 896 strcat (retbuf, "(fast movement)");
826 break; 897 break;
827 case 5: 898 case 5:
828 case 6: 899 case 6:
829 strcat(retbuf,"(very fast movement)"); 900 strcat (retbuf, "(very fast movement)");
830 break; 901 break;
831 case 7: 902 case 7:
832 case 8: 903 case 8:
833 case 9: 904 case 9:
834 case 10: 905 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 906 strcat (retbuf, "(extremely fast movement)");
836 break; 907 break;
837 default: 908 default:
838 strcat(retbuf,"(lightning fast movement)"); 909 strcat (retbuf, "(lightning fast movement)");
839 break; 910 break;
840 } 911 }
841 } 912 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 913 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 914 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 915 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 916 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 917 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 918 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 919 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 920 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 921 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 922 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 923 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 924 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 925 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 926 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 927 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 928 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 929 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 930 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 931 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 932 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 933 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 934 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 935 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 936 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 937 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 938 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 939 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 940 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 941 if (op->randomitems != NULL)
942 {
871 treasure *t; 943 treasure *t;
872 int first = 1; 944 int first = 1;
945
873 for(t=op->randomitems->items; t != NULL; t=t->next) 946 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 947 if (t->item && (t->item->clone.type == SPELL))
948 {
875 if(first) { 949 if (first)
950 {
876 first = 0; 951 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 952 strcat (retbuf, "(Spell abilities:)");
878 } 953 }
879 strcat(retbuf,"("); 954 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 955 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 956 strcat (retbuf, ")");
882 } 957 }
883 } 958 }
884 if (op->type == PLAYER) { 959 if (op->type == PLAYER)
960 {
885 if(op->contr->digestion) { 961 if (op->contr->digestion)
962 {
886 if(op->contr->digestion!=0) 963 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 964 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 965 strcat (retbuf, buf);
889 } 966 }
890 if(op->contr->gen_grace) { 967 if (op->contr->gen_grace)
968 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 969 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 970 strcat (retbuf, buf);
893 } 971 }
894 if(op->contr->gen_sp) { 972 if (op->contr->gen_sp)
973 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 974 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 975 strcat (retbuf, buf);
897 } 976 }
898 if(op->contr->gen_hp) { 977 if (op->contr->gen_hp)
978 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 979 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 980 strcat (retbuf, buf);
901 } 981 }
902 if(op->stats.luck) { 982 if (op->stats.luck)
983 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 984 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 985 strcat (retbuf, buf);
905 } 986 }
906 } 987 }
907 988
908 /* describe attacktypes */ 989 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 990 if (is_dragon_pl (op))
991 {
910 /* for dragon players display the attacktypes from clawing skill 992 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 993 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 994 * this makes it more readable.
913 */ 995 */
914 object *tmp; 996 object *tmp;
997
998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
999 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1000 break;
1001
1002 if (tmp && tmp->attacktype != 0)
915 1003 {
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break;
918
919 if (tmp && tmp->attacktype!=0) {
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 1004 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1005 }
1006 else
921 } 1007 {
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1008 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1009 }
1010 }
1011 else
927 } 1012 {
1013 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1014 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1015 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1016 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1017 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
931 for (i=0; i < NROFATTACKS; i++) { 1018 for (i = 0; i < NROFATTACKS; i++)
1019 {
932 if (op->resist[i]) { 1020 if (op->resist[i])
1021 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1022 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1023 strcat (retbuf, buf);
935 } 1024 }
936 } 1025 }
937 return retbuf; 1026 return retbuf;
938} 1027}
939 1028
940 1029
941/* 1030/*
942 * Returns a pointer to a static buffer which contains a 1031 * Returns a pointer to a static buffer which contains a
963 * Add 'owner' who is the person examining this object. 1052 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1053 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1054 * item (eg, debug dump or the like)
966 */ 1055 */
967 1056
1057char *
968char *describe_item(const object *op, object *owner) { 1058describe_item (const object *op, object *owner)
1059{
969 char buf[MAX_BUF]; 1060 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1061 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1062 int identified, i;
972 1063
973 retbuf[0]='\0'; 1064 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1065 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1066 {
975 return describe_monster(op); 1067 return describe_monster (op);
976 } 1068 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1069 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1070 * also makes the code easier to read.
979 */ 1071 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1072 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1073 identified = 1;
981 else { 1074 else
1075 {
982 strcpy(retbuf,"(unidentified)"); 1076 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1077 identified = 0;
984 } 1078 }
985 switch(op->type) { 1079 switch (op->type)
1080 {
986 case BOW: 1081 case BOW:
987 case ARROW: 1082 case ARROW:
988 case WAND: 1083 case WAND:
989 case ROD: 1084 case ROD:
990 case HORN: 1085 case HORN:
996 case GLOVES: 1091 case GLOVES:
997 case GIRDLE: 1092 case GIRDLE:
998 case BRACERS: 1093 case BRACERS:
999 case CLOAK: 1094 case CLOAK:
1000 case SKILL_TOOL: 1095 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1096 break; /* We have more information to do below this switch */
1002 1097
1003 case POWER_CRYSTAL: 1098 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1099 if (op->stats.maxsp > 1000)
1100 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1101 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1102 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1103 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1104 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1105 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1106 }
1010 }else 1107 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1108 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1109 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1110 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1111 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1112 strcat (retbuf, "empty.");
1016 else if (i==0) 1113 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1114 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1115 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1116 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1117 else if (i < 6)
1021 strcat(retbuf,"half full."); 1118 strcat (retbuf, "half full.");
1022 else if (i<9) 1119 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1120 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1121 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1122 strcat (retbuf, "fully charged.");
1026 else 1123 else
1027 strcat(retbuf,"almost full."); 1124 strcat (retbuf, "almost full.");
1028 break; 1125 break;
1029 case FOOD: 1126 case FOOD:
1030 case FLESH: 1127 case FLESH:
1031 case DRINK: 1128 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1129 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1130 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1131 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1132 strcat (retbuf, buf);
1035 1133
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1134 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1135 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1136 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1137 strcat (retbuf, buf);
1039 } 1138 }
1040 1139
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1140 if (!QUERY_FLAG (op, FLAG_CURSED))
1141 {
1042 if (op->stats.hp) 1142 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1143 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1144 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1145 strcat (retbuf, "(spellpoint regen)");
1046 } 1146 }
1047 else { 1147 else
1148 {
1048 if (op->stats.hp) 1149 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1150 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1151 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1152 strcat (retbuf, "(spellpoint depletion)");
1052 } 1153 }
1053 } 1154 }
1054 break; 1155 break;
1055 1156
1056 1157
1057 case SKILL: 1158 case SKILL:
1058 case RING: 1159 case RING:
1059 case AMULET: 1160 case AMULET:
1060 if(op->item_power) { 1161 if (op->item_power)
1162 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1163 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1164 strcat (retbuf, buf);
1063 } 1165 }
1064 if (op->title) 1166 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1167 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1168 return retbuf;
1067 1169
1068 default: 1170 default:
1069 return retbuf; 1171 return retbuf;
1070 } 1172 }
1071 1173
1072 /* Down here, we more further describe equipment type items. 1174 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1175 * only describe them if they have been identified or the like.
1074 */ 1176 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1177 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1178 {
1076 int attr,val; 1179 int attr, val;
1077 1180
1078 for (attr=0; attr<NUM_STATS; attr++) { 1181 for (attr = 0; attr < NUM_STATS; attr++)
1182 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1183 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1184 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1185 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1186 strcat (retbuf, buf);
1082 } 1187 }
1083 } 1188 }
1084 1189
1085 if(op->stats.exp) { 1190 if (op->stats.exp)
1191 {
1086 sprintf(buf,"(speed %+lld)",op->stats.exp); 1192 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1193 strcat (retbuf, buf);
1088 } 1194 }
1089 1195
1090 1196
1091 switch(op->type) { 1197 switch (op->type)
1198 {
1092 case BOW: 1199 case BOW:
1093 case ARROW: 1200 case ARROW:
1094 case GIRDLE: 1201 case GIRDLE:
1095 case HELMET: 1202 case HELMET:
1096 case SHIELD: 1203 case SHIELD:
1102 case AMULET: 1209 case AMULET:
1103 case ARMOUR: 1210 case ARMOUR:
1104 case BRACERS: 1211 case BRACERS:
1105 case FORCE: 1212 case FORCE:
1106 case CLOAK: 1213 case CLOAK:
1107 if(op->stats.wc) { 1214 if (op->stats.wc)
1215 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1216 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1217 strcat (retbuf, buf);
1110 } 1218 }
1111 if(op->stats.dam) { 1219 if (op->stats.dam)
1220 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1221 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1222 strcat (retbuf, buf);
1114 } 1223 }
1115 if(op->stats.ac) { 1224 if (op->stats.ac)
1225 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1226 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1227 strcat (retbuf, buf);
1118 } 1228 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1229 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1230 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1231 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1232 strcat (retbuf, buf);
1122 } 1233 }
1123 break; 1234 break;
1124 1235
1125 default: 1236 default:
1126 break; 1237 break;
1127 } 1238 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1239 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1240 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1241 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1242 strcat (retbuf, "(infravision)");
1132 1243
1133 /* levitate was what is was before, so we'll keep it */ 1244 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1245 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1246 strcat (retbuf, "(levitate)");
1136 1247
1137 if (op->move_type & MOVE_FLY_HIGH) 1248 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1249 strcat (retbuf, "(fly)");
1139 1250
1140 if (op->move_type & MOVE_SWIM) 1251 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1252 strcat (retbuf, "(swim)");
1142 1253
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1254 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1255
1145 if(op->item_power) { 1256 if (op->item_power)
1257 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1258 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1259 strcat (retbuf, buf);
1148 } 1260 }
1149 } /* End if identified or applied */ 1261 } /* End if identified or applied */
1150 1262
1151 /* This blocks only deals with fully identified object. 1263 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1264 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1265 * in this way, information is added.
1154 */ 1266 */
1155 if(identified) { 1267 if (identified)
1268 {
1156 int more_info = 0; 1269 int more_info = 0;
1157 1270
1158 switch(op->type) { 1271 switch (op->type)
1272 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1273 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1274 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1275 case BOW:
1162 case ARROW: 1276 case ARROW:
1163 case WAND: 1277 case WAND:
1164 case FOOD: 1278 case FOOD:
1165 case FLESH: 1279 case FLESH:
1166 case DRINK: 1280 case DRINK:
1167 more_info = 0; 1281 more_info = 0;
1168 break; 1282 break;
1169 1283
1170 /* Armor type objects */ 1284 /* Armor type objects */
1171 case ARMOUR: 1285 case ARMOUR:
1172 case HELMET: 1286 case HELMET:
1173 case SHIELD: 1287 case SHIELD:
1174 case BOOTS: 1288 case BOOTS:
1175 case GLOVES: 1289 case GLOVES:
1176 case GIRDLE: 1290 case GIRDLE:
1177 case BRACERS: 1291 case BRACERS:
1178 case CLOAK: 1292 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1293 if (ARMOUR_SPEED (op))
1294 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1295 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1296 strcat (retbuf, buf);
1182 } 1297 }
1183 if (ARMOUR_SPELLS(op)) { 1298 if (ARMOUR_SPELLS (op))
1299 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1300 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1301 strcat (retbuf, buf);
1186 } 1302 }
1187 more_info=1; 1303 more_info = 1;
1188 break; 1304 break;
1189 1305
1190 case WEAPON: 1306 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1307 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1308 * make sense.
1193 */ 1309 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1310 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1311 if (i < 0)
1312 i = 0;
1196 1313
1197 sprintf(buf,"(weapon speed %d)", i); 1314 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1315 strcat (retbuf, buf);
1199 more_info=1; 1316 more_info = 1;
1200 break; 1317 break;
1201 1318
1202 } 1319 }
1203 if (more_info) { 1320 if (more_info)
1321 {
1204 if(op->stats.food) { 1322 if (op->stats.food)
1323 {
1205 if(op->stats.food!=0) 1324 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1325 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1326 strcat (retbuf, buf);
1208 } 1327 }
1209 if(op->stats.grace) { 1328 if (op->stats.grace)
1329 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1330 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1331 strcat (retbuf, buf);
1212 } 1332 }
1213 if(op->stats.sp) { 1333 if (op->stats.sp)
1334 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1335 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1336 strcat (retbuf, buf);
1216 } 1337 }
1217 if(op->stats.hp) { 1338 if (op->stats.hp)
1339 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1340 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1341 strcat (retbuf, buf);
1220 } 1342 }
1221 } 1343 }
1222 1344
1223 if(op->stats.luck) { 1345 if (op->stats.luck)
1346 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1347 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1348 strcat (retbuf, buf);
1226 } 1349 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1350 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1351 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1352 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1353 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1354 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1355 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1356 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1357 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1358 if (op->slaying != NULL && op->type != FOOD)
1359 {
1236 sprintf(buf,"(slay %s)",op->slaying); 1360 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1361 strcat (retbuf, buf);
1238 } 1362 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1363 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1364 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1365 * non flesh, everyone can see its resistances
1242 */ 1366 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1367 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1368 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1369 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1370 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1371 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1372 }
1249 1373
1250 return retbuf; 1374 return retbuf;
1251} 1375}
1252 1376
1253/* Return true if the item is magical. A magical item is one that 1377/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1378 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1379 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1380 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1381 * should be marked as magical.
1258 */ 1382 */
1259 1383
1384int
1260int is_magical(const object *op) { 1385is_magical (const object *op)
1386{
1261 int i; 1387 int i;
1262 1388
1263 /* living creatures are considered non magical */ 1389 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1390 if (QUERY_FLAG (op, FLAG_ALIVE))
1265
1266 /* This is a test for it being an artifact, as artifacts have titles */
1267 if (op->title!=NULL) return 1;
1268
1269 /* Handle rings and amulets specially. If they change any of these
1270 * values, it means they are magical.
1271 */
1272 if ((op->type==AMULET || op->type==RING) &&
1273 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1274 op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1275 return 1;
1276
1277 /* Check for stealty, speed, flying, or just plain magic in the boots */
1278 /* Presume any boots that hvae a move_type are special. */
1279 if (op->type== BOOTS &&
1280 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1281 return 1;
1282
1283 /* Take care of amulet/shield that reflects spells/missiles */
1284 if ((op->type==AMULET || op->type==SHIELD) &&
1285 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1286 return 1;
1287
1288 /* Take care of helmet of xrays */
1289 if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1290
1291 /* Potions & rods are always magical. Wands/staves are also magical,
1292 * assuming they still have any charges left.
1293 */
1294 if (op->type==POTION || op->type==ROD ||
1295 (op->type==WAND && op->stats.food))
1296 return 1;
1297
1298 /* if something gives a protection, either positive or negative, its magical */
1299 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1300 * so this always works out fine.
1301 */
1302 for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1303 if (op->resist[i]) return 1;
1304
1305 /* Physical protection is expected on some item types, so they should
1306 * not be considered magical.
1307 */
1308 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1309 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1310
1311 /* power crystal, spellbooks, and scrolls are always magical. */
1312 if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1313 op->type==SCROLL || op->type==GIRDLE)
1314 return 1;
1315
1316 /* Check to see if it increases/decreases any stats */
1317 for (i=0; i<NUM_STATS; i++)
1318 if (get_attr_value(&(op->stats),i)!=0) return 1;
1319
1320 /* If it doesn't fall into any of the above categories, must
1321 * be non magical.
1322 */
1323 return 0; 1391 return 0;
1392
1393 /* This is a test for it being an artifact, as artifacts have titles */
1394 if (op->title != NULL)
1395 return 1;
1396
1397 /* Handle rings and amulets specially. If they change any of these
1398 * values, it means they are magical.
1399 */
1400 if ((op->type == AMULET || op->type == RING) &&
1401 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1402 return 1;
1403
1404 /* Check for stealty, speed, flying, or just plain magic in the boots */
1405 /* Presume any boots that hvae a move_type are special. */
1406 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1407 return 1;
1408
1409 /* Take care of amulet/shield that reflects spells/missiles */
1410 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1411 return 1;
1412
1413 /* Take care of helmet of xrays */
1414 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1415 return 1;
1416
1417 /* Potions & rods are always magical. Wands/staves are also magical,
1418 * assuming they still have any charges left.
1419 */
1420 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1421 return 1;
1422
1423 /* if something gives a protection, either positive or negative, its magical */
1424 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1425 * so this always works out fine.
1426 */
1427 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1428 if (op->resist[i])
1429 return 1;
1430
1431 /* Physical protection is expected on some item types, so they should
1432 * not be considered magical.
1433 */
1434 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1435 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1436 return 1;
1437
1438 /* power crystal, spellbooks, and scrolls are always magical. */
1439 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1440 return 1;
1441
1442 /* Check to see if it increases/decreases any stats */
1443 for (i = 0; i < NUM_STATS; i++)
1444 if (get_attr_value (&(op->stats), i) != 0)
1445 return 1;
1446
1447 /* If it doesn't fall into any of the above categories, must
1448 * be non magical.
1449 */
1450 return 0;
1324} 1451}
1325 1452
1326/* need_identify returns true if the item should be identified. This 1453/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1454 * function really should not exist - by default, any item not identified
1328 * should need it. 1455 * should need it.
1329 */ 1456 */
1330 1457
1458int
1331int need_identify(const object *op) { 1459need_identify (const object *op)
1460{
1332 switch(op->type) { 1461 switch (op->type)
1462 {
1333 case RING: 1463 case RING:
1334 case WAND: 1464 case WAND:
1335 case ROD: 1465 case ROD:
1336 case HORN: 1466 case HORN:
1337 case SCROLL: 1467 case SCROLL:
1360 case GEM: 1490 case GEM:
1361 case POWER_CRYSTAL: 1491 case POWER_CRYSTAL:
1362 case POISON: 1492 case POISON:
1363 case BOOK: 1493 case BOOK:
1364 case SKILL_TOOL: 1494 case SKILL_TOOL:
1365 return 1; 1495 return 1;
1366 } 1496 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1497 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1498 * archetype file can be updated, and this function removed.
1369 */ 1499 */
1370#if 0 1500#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1501 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1502#endif
1373 return 0; 1503 return 0;
1374} 1504}
1375
1376 1505
1377/* 1506/*
1378 * Supposed to fix face-values as well here, but later. 1507 * Supposed to fix face-values as well here, but later.
1379 */ 1508 */
1380 1509void
1381void identify(object *op) { 1510identify (object *op)
1511{
1382 object *pl; 1512 object *pl;
1383 1513
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1514 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1515 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1516 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1517
1388 /* 1518 /*
1389 * We want autojoining of equal objects: 1519 * We want autojoining of equal objects:
1390 */ 1520 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1521 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1522 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1523
1394 if (op->type == POTION) { 1524 if (op->type == POTION)
1525 {
1395 if (op->inv && op->randomitems) { 1526 if (op->inv && op->randomitems)
1396 if (op->title) free_string(op->title);
1397 op->title = add_refcount(op->inv->name); 1527 op->title = op->inv->name;
1398 } else if (op->arch) { 1528 else if (op->arch)
1399 free_string(op->name);
1400 op->name = add_refcount(op->arch->clone.name);
1401 free_string(op->name_pl);
1402 op->name_pl = add_refcount(op->arch->clone.name_pl);
1403 } 1529 {
1530 op->name = op->arch->clone.name;
1531 op->name_pl = op->arch->clone.name_pl;
1532 }
1404 } 1533 }
1405 1534
1406 /* If the object is on a map, make sure we update its face */ 1535 /* If the object is on a map, make sure we update its face */
1407 if (op->map) 1536 if (op->map)
1408 update_object(op,UP_OBJ_FACE); 1537 update_object (op, UP_OBJ_FACE);
1409 else { 1538 else
1410 pl = is_player_inv(op->env); 1539 {
1540 pl = op->in_player ();
1411 if (pl) 1541 if (pl)
1412 /* A lot of the values can change from an update - might as well send 1542 /* A lot of the values can change from an update - might as well send
1413 * it all. 1543 * it all.
1414 */ 1544 */
1415 esrv_send_item(pl, op); 1545 esrv_send_item (pl, op);
1416 } 1546 }
1417} 1547}
1548

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