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Comparing deliantra/server/common/item.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.12 by elmex, Wed Dec 20 12:13:48 2006 UTC

1/*
2 * static char *rcsid_item_c =
3 * "$Id: item.C,v 1.3 2006/09/03 00:18:40 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},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 104 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 105 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 106 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 107 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 108 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 109 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 110 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 111 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 112 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 113 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 114 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 115 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 116 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 117 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 118 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 119 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 120 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 121 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 122 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 123 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 124 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 125 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 126 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 127 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 128 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 129 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 130 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 131 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 132 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 133 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 134 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 135 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 136 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 137 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 138 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 139 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 140 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 141 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 142 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 143 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 144 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 145 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 146 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 147 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 148 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 149 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 150 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 151 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 152 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 153 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 154 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 155 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 156 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 157 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 161 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
171{WALL, "wall", "walls", 0, 0},
172{LIGHT_SOURCE, "light source", "light sources", 0, 0}, 163 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0}, 165 {MONSTER, "monster", "monsters", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0}, 166 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 167 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0}, 169 {TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0}, 171 {BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 172 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 173 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 174 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 175 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 176 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 177 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 178 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 179 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 180 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 181 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 182 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 183 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 184 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 185 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 186 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 187 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0}, 188 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0}, 189 {FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 190 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 191 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 192 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 193 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 194 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 195 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 196 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 197 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 198 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 199 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 200 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 201 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 202 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 203 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 204 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 205 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 206 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 207 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 208 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 209 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 210 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 211 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 212 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 213};
223 214
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 215const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 216
226materialtype_t *materialt; 217materialtype_t *materialt;
227 218
228/* 219/*
229materialtype material[NROFMATERIALS] = { 220materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 247 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 248 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 249 * custom objects can use whatever they want.
259 */ 250 */
260static int enc_to_item_power[21] = { 251static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 252 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 253 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 254 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 255 30, 35, 40, 45, 50 /* 20 */
265}; 256};
266 257
258int
267int get_power_from_ench(int ench) 259get_power_from_ench (int ench)
268{ 260{
269 if (ench < 0) ench = 0; 261 if (ench < 0)
270 if (ench > 20) ench = 20; 262 ench = 0;
263 if (ench > 20)
264 ench = 20;
271 return enc_to_item_power[ench]; 265 return enc_to_item_power[ench];
272} 266}
273 267
274/* This takes an object 'op' and figures out what its item_power 268/* 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 269 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns 270 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 271 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 272 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 273 * the power. This is used in the treasure code.
280 */ 274 */
275int
281int calc_item_power(const object *op, int flag) 276calc_item_power (const object *op, int flag)
282{ 277{
283 int i, tmp, enc; 278 int i, tmp, enc;
284 279
285 enc = 0; 280 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 281 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 282 enc += get_attr_value (&op->stats, i);
288 283
289 /* This protection logic is pretty flawed. 20% fire resistance 284 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 285 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 286 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 287 * armour shouldn't be counted against
293 */ 288 */
294 tmp = 0; 289 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 290 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 291 tmp += op->resist[i];
297 292
298 /* Add/substract 10 so that the rounding works out right */ 293 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 294 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 295 enc += (tmp + 10) / 20;
296 else if (tmp < 0)
297 enc += (tmp - 10) / 20;
301 298
302 enc += op->magic; 299 enc += op->magic;
303 300
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 301 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 302 * physical doesn't count against total.
306 */ 303 */
307 if (op->type == WEAPON) { 304 if (op->type == WEAPON)
305 {
308 for (i=1; i<NROFATTACKS; i++) 306 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 307 if (op->attacktype & (1 << i))
308 enc++;
309 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 310 enc += 2; /* What it slays is probably more relevent */
311 } 311 }
312 /* Items the player can equip */ 312 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 314 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 315 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 316 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 317 {
318 enc += op->stats.food; /* sustenance */ 318 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 319 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 320 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 321 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 322 enc += op->stats.exp; /* speed bonus */
323 } 323 }
324 enc += op->stats.luck; 324 enc += op->stats.luck;
325 325
326 /* Do spell paths now */ 326 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 327 for (i = 1; i < NRSPELLPATHS; i++)
328 {
328 if (op->path_attuned& (1 << i)) enc++; 329 if (op->path_attuned & (1 << i))
330 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 331 else if (op->path_denied & (1 << i))
332 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 333 else if (op->path_repelled & (1 << i))
334 enc--;
331 } 335 }
332 336
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 337 if (QUERY_FLAG (op, FLAG_LIFESAVE))
338 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 339 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
340 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
342 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 343 if (QUERY_FLAG (op, FLAG_STEALTH))
344 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 345 if (QUERY_FLAG (op, FLAG_XRAYS))
346 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 347 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
348 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 349 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
350 enc += 1;
340 351
341 return get_power_from_ench(enc); 352 return get_power_from_ench (enc);
342 353
343} 354}
344 355
345/* returns the typedata that has a number equal to itemtype, if there 356/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 357 * isn't one, returns NULL */
347 358
348const typedata *get_typedata(int itemtype) { 359const typedata *
360get_typedata (int itemtype)
361{
349 int i; 362 int i;
363
350 for (i=0;i<item_types_size;i++) 364 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 365 if (item_types[i].number == itemtype)
366 return &item_types[i];
352 return NULL; 367 return NULL;
353} 368}
354 369
355/* returns the typedata that has a name equal to itemtype, if there 370/* 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 371 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 372 * one return NULL */
358 373
374const typedata *
359const typedata *get_typedata_by_name(const char *name) { 375get_typedata_by_name (const char *name)
376{
360 int i; 377 int i;
378
361 for (i=0;i<item_types_size;i++) 379 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 380 if (!strcmp (item_types[i].name, name))
381 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 382 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 383 if (!strcmp (item_types[i].name_pl, name))
384 {
365 LOG(llevInfo, 385 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 386 "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]; 387 return &item_types[i];
369 } 388 }
370 return NULL; 389 return NULL;
371} 390}
391
372/* describe_resistance generates the visible naming for resistances. 392/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 393 * returns a static array of the description. This can return
374 * a big buffer. 394 * a big buffer.
375 * if newline is true, we don't put parens around the description 395 * 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 396 * but do put a newline at the end. Useful when dumping to files
377 */ 397 */
398char *
378char *describe_resistance(const object *op, int newline) 399describe_resistance (const object *op, int newline)
379{ 400{
380 static char buf[VERY_BIG_BUF]; 401 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 402 char buf1[VERY_BIG_BUF];
382 int tmpvar; 403 int tmpvar;
383 404
384 buf[0]=0; 405 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 406 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
407 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 408 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
409 {
387 if (!newline) 410 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 411 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 412 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 413 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 414
392 strcat(buf, buf1); 415 strcat (buf, buf1);
393 } 416 }
394 } 417 }
395 return buf; 418 return buf;
396} 419}
397 420
398 421
399/* 422/*
400 * query_weight(object) returns a character pointer to a static buffer 423 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 424 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 425 * The buffer will be overwritten by the next call to query_weight().
403 */ 426 */
404 427
428char *
405char *query_weight(const object *op) { 429query_weight (const object *op)
430{
406 static char buf[10]; 431 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 432 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 433
409 if(op->weight<0) 434 if (op->weight < 0)
410 return " "; 435 return " ";
411 if(i%1000) 436 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 437 sprintf (buf, "%6.1f", i / 1000.0);
413 else 438 else
414 sprintf(buf,"%4d ",i/1000); 439 sprintf (buf, "%4d ", i / 1000);
415 return buf; 440 return buf;
416} 441}
417 442
418/* 443/*
419 * Returns the pointer to a static buffer containing 444 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 445 * the number requested (of the form first, second, third...)
421 */ 446 */
422 447
448char *
423char *get_levelnumber(int i) { 449get_levelnumber (int i)
450{
424 static char buf[MAX_BUF]; 451 static char buf[MAX_BUF];
452
425 if (i > 99) { 453 if (i > 99)
454 {
426 sprintf(buf, "%d.", i); 455 sprintf (buf, "%d.", i);
427 return buf; 456 return buf;
428 } 457 }
429 if(i < 21) 458 if (i < 21)
430 return levelnumbers[i]; 459 return levelnumbers[i];
431 if(!(i%10)) 460 if (!(i % 10))
432 return levelnumbers_10[i/10]; 461 return levelnumbers_10[i / 10];
433 strcpy(buf, numbers_10[i/10]); 462 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 463 strcat (buf, levelnumbers[i % 10]);
435 return buf; 464 return buf;
436} 465}
437 466
438 467
439/* 468/*
441 * in a static buffer. The buffer might be overwritten at the next 470 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 471 * call to get_number().
443 * It is currently only used by the query_name() function. 472 * It is currently only used by the query_name() function.
444 */ 473 */
445 474
475char *
446char *get_number(int i) { 476get_number (int i)
477{
447 if(i<=20) 478 if (i <= 20)
448 return numbers[i]; 479 return numbers[i];
449 else { 480 else
481 {
450 static char buf[MAX_BUF]; 482 static char buf[MAX_BUF];
483
451 sprintf(buf,"%d",i); 484 sprintf (buf, "%d", i);
452 return buf; 485 return buf;
453 } 486 }
454} 487}
455 488
456/* 489/*
457 * Returns pointer to static buffer containing ring's or amulet's 490 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 491 * abilities
460 * if describle_item() would be called to get this information and 493 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 494 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 495 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 496 * client handle names.
464 */ 497 */
498
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 499/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 500 * from stats.sp - b.t.
467 */ 501 */
502char *
468char *ring_desc (const object *op) 503ring_desc (const object *op)
469{ 504{
470 static char buf[VERY_BIG_BUF]; 505 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 506 int attr, val, len;
472 507
473 buf[0] = 0; 508 buf[0] = 0;
474 509
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 510 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)", (long long)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; 511 return buf;
512
513 for (attr = 0; attr < NUM_STATS; attr++)
514 {
515 if ((val = get_attr_value (&(op->stats), attr)) != 0)
516 {
517 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
518 }
519 }
520 if (op->stats.exp)
521 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
522 if (op->stats.wc)
523 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
524 if (op->stats.dam)
525 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
526 if (op->stats.ac)
527 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
528
529 strcat (buf, describe_resistance (op, 0));
530
531 if (op->stats.food != 0)
532 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
533 /* else if (op->stats.food < 0)
534 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
535 if (op->stats.grace)
536 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
537 if (op->stats.sp && op->type != SKILL)
538 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
539 if (op->stats.hp)
540 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
541 if (op->stats.luck)
542 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
543 if (QUERY_FLAG (op, FLAG_LIFESAVE))
544 strcat (buf, "(lifesaving)");
545 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
546 strcat (buf, "(reflect spells)");
547 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
548 strcat (buf, "(reflect missiles)");
549 if (QUERY_FLAG (op, FLAG_STEALTH))
550 strcat (buf, "(stealth)");
551 /* Shorten some of the names, so they appear better in the windows */
552 len = strlen (buf);
553 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
554 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
555 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
556
557 /* if(op->item_power)
558 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
559 */
560 if (buf[0] == 0 && op->type != SKILL)
561 strcpy (buf, "of adornment");
562
563
564 return buf;
528} 565}
529 566
530/* 567/*
531 * query_short_name(object) is similar to query_name, but doesn't 568 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 569 * contain any information about object status (worn/cursed/etc.)
533 */ 570 */
571const char *
534const char *query_short_name(const object *op) 572query_short_name (const object *op)
535{ 573{
536 static char buf[HUGE_BUF]; 574 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 575 char buf2[HUGE_BUF];
538 int len=0; 576 int len = 0;
539 577
540 if(op->name == NULL) 578 if (op->name == NULL)
541 return "(null)"; 579 return "(null)";
580
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 581 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 582 return op->name; /* To speed things up (or make things slower?) */
544 583
545 if (op->nrof <= 1) 584 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 585 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 586 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 587 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 588
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 589 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
590 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 591 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 592 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 593 }
554 594
555 switch(op->type) { 595 switch (op->type)
596 {
556 case SPELLBOOK: 597 case SPELLBOOK:
557 case SCROLL: 598 case SCROLL:
558 case WAND: 599 case WAND:
559 case ROD: 600 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 601 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
602 {
561 if(!op->title) { 603 if (!op->title)
604 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 605 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 606 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 607 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 608 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 609 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 610 }
568 if(op->type != SPELLBOOK) { 611 if (op->type != SPELLBOOK)
612 {
569 sprintf(buf2, " (lvl %d)", op->level); 613 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 614 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 615 }
572 } 616 }
573 break; 617 break;
574 618
575 case SKILL: 619 case SKILL:
576 case AMULET: 620 case AMULET:
577 case RING: 621 case RING:
578 if (!op->title) { 622 if (!op->title)
623 {
579 /* If ring has a title, full description isn't so useful */ 624 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 625 char *s = ring_desc (op);
626
581 if (s[0]) { 627 if (s[0])
628 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 629 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 630 safe_strcat (buf, s, &len, HUGE_BUF);
631 }
584 } 632 }
585 }
586 break; 633 break;
587 default: 634 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 635 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))) { 636 {
590 sprintf(buf2, " %+d", op->magic); 637 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 638 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 639 }
593 } 640 }
594 return buf; 641 return buf;
595} 642}
596 643
597/* 644/*
598 * query_name(object) returns a character pointer pointing to a static 645 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 646 * 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 650 * 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 651 * 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.) 652 * use several names much easier (don't need to store them to temp variables.)
606 * 653 *
607 */ 654 */
655char *
608char *query_name(const object *op) { 656query_name (const object *op)
657{
609 static char buf[5][HUGE_BUF]; 658 static char buf[5][HUGE_BUF];
610 static int use_buf=0; 659 static int use_buf = 0;
611 int len=0; 660 int len = 0;
661
612#ifdef NEW_MATERIAL_CODE 662#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 663 materialtype_t *mt;
614#endif 664#endif
615 665
616 use_buf++; 666 use_buf++;
617 use_buf %=5; 667 use_buf %= 5;
618 668
619#ifdef NEW_MATERIAL_CODE 669#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 670 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
671 {
621 mt = name_to_material(op->materialname); 672 mt = name_to_material (op->materialname);
622 if (mt) { 673 if (mt)
674 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 675 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 676 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 677 }
626 } 678 }
627#endif 679#endif
628 680
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 681 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 682
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 683 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 684 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 685 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); 686 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 687
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 688 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
689 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 690 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 691 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 692 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 693 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 694 }
643 /* Basically, if the object is known magical (detect magic spell on it), 695 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 696 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 697 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 698 * KNOWN_MAGICAL if the item actually is magical.
647 * 699 *
648 * Changed in V 0.91.4 - still print that the object is magical even 700 * 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 701 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 702 * abilities, especially for artifact items.
651 */ 703 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 704 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 705 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 706
655#if 0 707#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 708 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 709 * be returned in the name.
658 */ 710 */
659 if(op->item_power) 711 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 712 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 713
663#endif 714#endif
664 715
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 716 if (QUERY_FLAG (op, FLAG_APPLIED))
717 {
666 switch(op->type) { 718 switch (op->type)
719 {
667 case BOW: 720 case BOW:
668 case WAND: 721 case WAND:
669 case ROD: 722 case ROD:
670 case HORN: 723 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 724 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
672 break; 725 break;
673 case WEAPON: 726 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 727 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
675 break; 728 break;
676 case ARMOUR: 729 case ARMOUR:
677 case HELMET: 730 case HELMET:
678 case SHIELD: 731 case SHIELD:
679 case RING: 732 case RING:
680 case BOOTS: 733 case BOOTS:
681 case GLOVES: 734 case GLOVES:
682 case AMULET: 735 case AMULET:
683 case GIRDLE: 736 case GIRDLE:
684 case BRACERS: 737 case BRACERS:
685 case CLOAK: 738 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 740 break;
688 case CONTAINER: 741 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 742 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 743 break;
691 case SKILL: 744 case SKILL:
692 default: 745 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 747 }
695 } 748 }
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 749 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 750 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 751
699 return buf[use_buf]; 752 return buf[use_buf];
700} 753}
701 754
702/* 755/*
703 * query_base_name(object) returns a character pointer pointing to a static 756 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 757 * 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 759 * 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 760 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 761 * and sending to client.
709 * If plural is set, we generate the plural name of this. 762 * If plural is set, we generate the plural name of this.
710 */ 763 */
764const char *
711const char *query_base_name(const object *op, int plural) { 765query_base_name (const object *op, int plural)
766{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 767 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 768 int len;
714 materialtype_t *mt; 769 materialtype_t *mt;
715 770
716 if((!plural && !op->name) || (plural && !op->name_pl)) 771 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 772 return "(null)";
718 773
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 774 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 775 return op->name; /* To speed things up (or make things slower?) */
721 776
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 777 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 778 mt = name_to_material (op->materialname);
724 779
725#ifdef NEW_MATERIAL_CODE 780#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 781 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 782 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 783 {
729 strcpy(buf, mt->description); 784 strcpy (buf, mt->description);
730 len=strlen(buf); 785 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 786 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 787 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 788 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 789 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 790 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 791 }
792 else
793 {
737#endif 794#endif
738 if (!plural) 795 if (!plural)
739 strcpy(buf, op->name); 796 strcpy (buf, op->name);
740 else 797 else
741 strcpy(buf, op->name_pl); 798 strcpy (buf, op->name_pl);
742 len=strlen(buf); 799 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 800#ifdef NEW_MATERIAL_CODE
744 } 801 }
745#endif 802#endif
746 803
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 804 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
805 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 806 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 807 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 808 }
751 809
752 switch(op->type) { 810 switch (op->type)
811 {
753 case SPELLBOOK: 812 case SPELLBOOK:
754 case SCROLL: 813 case SCROLL:
755 case WAND: 814 case WAND:
756 case ROD: 815 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 816 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
817 {
758 if(!op->title) { 818 if (!op->title)
819 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 820 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 821 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 822 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 823 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 824 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 825 }
765 if(op->type != SPELLBOOK) { 826 if (op->type != SPELLBOOK)
827 {
766 sprintf(buf2, " (lvl %d)", op->level); 828 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 829 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 830 }
769 } 831 }
770 break; 832 break;
771 833
772 834
773 case SKILL: 835 case SKILL:
774 case AMULET: 836 case AMULET:
775 case RING: 837 case RING:
776 if (!op->title) { 838 if (!op->title)
839 {
777 /* If ring has a title, full description isn't so useful */ 840 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 841 char *s = ring_desc (op);
842
779 if (s[0]) { 843 if (s[0])
844 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 845 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 846 safe_strcat (buf, s, &len, MAX_BUF);
847 }
782 } 848 }
783 }
784 break; 849 break;
785 default: 850 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 851 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))) { 852 {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 853 sprintf (buf + strlen (buf), " %+d", op->magic);
789 } 854 }
790 } 855 }
791 return buf; 856 return buf;
792} 857}
793 858
794/* Break this off from describe_item - that function was way 859/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 860 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 861 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 862 * be called with monster & player objects. Returns a description
798 * in a static buffer. 863 * in a static buffer.
799 */ 864 */
800 865
866static char *
801static char *describe_monster(const object *op) { 867describe_monster (const object *op)
868{
802 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 870 static char retbuf[VERY_BIG_BUF];
804 int i; 871 int i;
805 872
806 retbuf[0]='\0'; 873 retbuf[0] = '\0';
807 874
808 /* Note that the resolution this provides for players really isn't 875 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 876 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 877 * fall into the 'lightning fast movement' category.
811 */ 878 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 879 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
880 {
813 switch((int)((FABS(op->speed))*15)) { 881 switch ((int) ((FABS (op->speed)) * 15))
882 {
814 case 0: 883 case 0:
815 strcat(retbuf,"(very slow movement)"); 884 strcat (retbuf, "(very slow movement)");
816 break; 885 break;
817 case 1: 886 case 1:
818 strcat(retbuf,"(slow movement)"); 887 strcat (retbuf, "(slow movement)");
819 break; 888 break;
820 case 2: 889 case 2:
821 strcat(retbuf,"(normal movement)"); 890 strcat (retbuf, "(normal movement)");
822 break; 891 break;
823 case 3: 892 case 3:
824 case 4: 893 case 4:
825 strcat(retbuf,"(fast movement)"); 894 strcat (retbuf, "(fast movement)");
826 break; 895 break;
827 case 5: 896 case 5:
828 case 6: 897 case 6:
829 strcat(retbuf,"(very fast movement)"); 898 strcat (retbuf, "(very fast movement)");
830 break; 899 break;
831 case 7: 900 case 7:
832 case 8: 901 case 8:
833 case 9: 902 case 9:
834 case 10: 903 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 904 strcat (retbuf, "(extremely fast movement)");
836 break; 905 break;
837 default: 906 default:
838 strcat(retbuf,"(lightning fast movement)"); 907 strcat (retbuf, "(lightning fast movement)");
839 break; 908 break;
840 } 909 }
841 } 910 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 911 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 912 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 913 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 914 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 915 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 916 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 917 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 918 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 919 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 920 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 921 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 922 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 923 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 924 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 925 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 926 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 927 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 928 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 929 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 930 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 931 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 932 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 933 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 934 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 935 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 936 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 937 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 938 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 939 if (op->randomitems != NULL)
940 {
871 treasure *t; 941 treasure *t;
872 int first = 1; 942 int first = 1;
943
873 for(t=op->randomitems->items; t != NULL; t=t->next) 944 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 945 if (t->item && (t->item->clone.type == SPELL))
946 {
875 if(first) { 947 if (first)
948 {
876 first = 0; 949 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 950 strcat (retbuf, "(Spell abilities:)");
878 } 951 }
879 strcat(retbuf,"("); 952 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 953 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 954 strcat (retbuf, ")");
882 } 955 }
883 } 956 }
884 if (op->type == PLAYER) { 957 if (op->type == PLAYER)
958 {
885 if(op->contr->digestion) { 959 if (op->contr->digestion)
960 {
886 if(op->contr->digestion!=0) 961 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 962 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 963 strcat (retbuf, buf);
889 } 964 }
890 if(op->contr->gen_grace) { 965 if (op->contr->gen_grace)
966 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 967 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 968 strcat (retbuf, buf);
893 } 969 }
894 if(op->contr->gen_sp) { 970 if (op->contr->gen_sp)
971 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 972 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 973 strcat (retbuf, buf);
897 } 974 }
898 if(op->contr->gen_hp) { 975 if (op->contr->gen_hp)
976 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 977 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 978 strcat (retbuf, buf);
901 } 979 }
902 if(op->stats.luck) { 980 if (op->stats.luck)
981 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 982 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 983 strcat (retbuf, buf);
905 } 984 }
906 } 985 }
907 986
908 /* describe attacktypes */ 987 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 988 if (is_dragon_pl (op))
989 {
910 /* for dragon players display the attacktypes from clawing skill 990 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 991 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 992 * this makes it more readable.
913 */ 993 */
914 object *tmp; 994 object *tmp;
995
996 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
997 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
998 break;
999
1000 if (tmp && tmp->attacktype != 0)
915 1001 {
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"); 1002 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1003 }
1004 else
921 } 1005 {
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1007 }
1008 }
1009 else
927 } 1010 {
1011 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1012 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1013 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1014 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1015 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
931 for (i=0; i < NROFATTACKS; i++) { 1016 for (i = 0; i < NROFATTACKS; i++)
1017 {
932 if (op->resist[i]) { 1018 if (op->resist[i])
1019 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1020 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1021 strcat (retbuf, buf);
935 } 1022 }
936 } 1023 }
937 return retbuf; 1024 return retbuf;
938} 1025}
939 1026
940 1027
941/* 1028/*
942 * Returns a pointer to a static buffer which contains a 1029 * Returns a pointer to a static buffer which contains a
963 * Add 'owner' who is the person examining this object. 1050 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1051 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1052 * item (eg, debug dump or the like)
966 */ 1053 */
967 1054
1055char *
968char *describe_item(const object *op, object *owner) { 1056describe_item (const object *op, object *owner)
1057{
969 char buf[MAX_BUF]; 1058 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1059 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1060 int identified, i;
972 1061
973 retbuf[0]='\0'; 1062 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1063 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1064 {
975 return describe_monster(op); 1065 return describe_monster (op);
976 } 1066 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1067 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1068 * also makes the code easier to read.
979 */ 1069 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1070 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1071 identified = 1;
981 else { 1072 else
1073 {
982 strcpy(retbuf,"(unidentified)"); 1074 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1075 identified = 0;
984 } 1076 }
985 switch(op->type) { 1077 switch (op->type)
1078 {
986 case BOW: 1079 case BOW:
987 case ARROW: 1080 case ARROW:
988 case WAND: 1081 case WAND:
989 case ROD: 1082 case ROD:
990 case HORN: 1083 case HORN:
996 case GLOVES: 1089 case GLOVES:
997 case GIRDLE: 1090 case GIRDLE:
998 case BRACERS: 1091 case BRACERS:
999 case CLOAK: 1092 case CLOAK:
1000 case SKILL_TOOL: 1093 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1094 break; /* We have more information to do below this switch */
1002 1095
1003 case POWER_CRYSTAL: 1096 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1097 if (op->stats.maxsp > 1000)
1098 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1099 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1100 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1101 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1102 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1103 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1104 }
1010 }else 1105 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1106 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1107 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1108 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1109 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1110 strcat (retbuf, "empty.");
1016 else if (i==0) 1111 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1112 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1113 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1114 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1115 else if (i < 6)
1021 strcat(retbuf,"half full."); 1116 strcat (retbuf, "half full.");
1022 else if (i<9) 1117 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1118 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1119 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1120 strcat (retbuf, "fully charged.");
1026 else 1121 else
1027 strcat(retbuf,"almost full."); 1122 strcat (retbuf, "almost full.");
1028 break; 1123 break;
1029 case FOOD: 1124 case FOOD:
1030 case FLESH: 1125 case FLESH:
1031 case DRINK: 1126 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1127 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1128 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1129 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1130 strcat (retbuf, buf);
1035 1131
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1132 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1133 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1134 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1135 strcat (retbuf, buf);
1039 } 1136 }
1040 1137
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1138 if (!QUERY_FLAG (op, FLAG_CURSED))
1139 {
1042 if (op->stats.hp) 1140 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1141 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1142 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1143 strcat (retbuf, "(spellpoint regen)");
1046 } 1144 }
1047 else { 1145 else
1146 {
1048 if (op->stats.hp) 1147 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1148 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1149 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1150 strcat (retbuf, "(spellpoint depletion)");
1052 } 1151 }
1053 } 1152 }
1054 break; 1153 break;
1055 1154
1056 1155
1057 case SKILL: 1156 case SKILL:
1058 case RING: 1157 case RING:
1059 case AMULET: 1158 case AMULET:
1060 if(op->item_power) { 1159 if (op->item_power)
1160 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1161 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1162 strcat (retbuf, buf);
1063 } 1163 }
1064 if (op->title) 1164 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1165 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1166 return retbuf;
1067 1167
1068 default: 1168 default:
1069 return retbuf; 1169 return retbuf;
1070 } 1170 }
1071 1171
1072 /* Down here, we more further describe equipment type items. 1172 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1173 * only describe them if they have been identified or the like.
1074 */ 1174 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1175 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1176 {
1076 int attr,val; 1177 int attr, val;
1077 1178
1078 for (attr=0; attr<NUM_STATS; attr++) { 1179 for (attr = 0; attr < NUM_STATS; attr++)
1180 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1181 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1182 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1183 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1184 strcat (retbuf, buf);
1082 } 1185 }
1083 } 1186 }
1084 1187
1085 if(op->stats.exp) { 1188 if (op->stats.exp)
1189 {
1086 sprintf(buf,"(speed %+lld)", (long long)op->stats.exp); 1190 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1191 strcat (retbuf, buf);
1088 } 1192 }
1089 1193
1090 1194
1091 switch(op->type) { 1195 switch (op->type)
1196 {
1092 case BOW: 1197 case BOW:
1093 case ARROW: 1198 case ARROW:
1094 case GIRDLE: 1199 case GIRDLE:
1095 case HELMET: 1200 case HELMET:
1096 case SHIELD: 1201 case SHIELD:
1102 case AMULET: 1207 case AMULET:
1103 case ARMOUR: 1208 case ARMOUR:
1104 case BRACERS: 1209 case BRACERS:
1105 case FORCE: 1210 case FORCE:
1106 case CLOAK: 1211 case CLOAK:
1107 if(op->stats.wc) { 1212 if (op->stats.wc)
1213 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1214 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1215 strcat (retbuf, buf);
1110 } 1216 }
1111 if(op->stats.dam) { 1217 if (op->stats.dam)
1218 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1219 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1220 strcat (retbuf, buf);
1114 } 1221 }
1115 if(op->stats.ac) { 1222 if (op->stats.ac)
1223 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1224 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1225 strcat (retbuf, buf);
1118 } 1226 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1227 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1228 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1229 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1230 strcat (retbuf, buf);
1122 } 1231 }
1123 break; 1232 break;
1124 1233
1125 default: 1234 default:
1126 break; 1235 break;
1127 } 1236 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1237 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1238 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1239 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1240 strcat (retbuf, "(infravision)");
1132 1241
1133 /* levitate was what is was before, so we'll keep it */ 1242 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1243 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1244 strcat (retbuf, "(levitate)");
1136 1245
1137 if (op->move_type & MOVE_FLY_HIGH) 1246 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1247 strcat (retbuf, "(fly)");
1139 1248
1140 if (op->move_type & MOVE_SWIM) 1249 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1250 strcat (retbuf, "(swim)");
1142 1251
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1252 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1253
1145 if(op->item_power) { 1254 if (op->item_power)
1255 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1256 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1257 strcat (retbuf, buf);
1148 } 1258 }
1149 } /* End if identified or applied */ 1259 } /* End if identified or applied */
1150 1260
1151 /* This blocks only deals with fully identified object. 1261 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1262 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1263 * in this way, information is added.
1154 */ 1264 */
1155 if(identified) { 1265 if (identified)
1266 {
1156 int more_info = 0; 1267 int more_info = 0;
1157 1268
1158 switch(op->type) { 1269 switch (op->type)
1270 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1271 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1272 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1273 case BOW:
1162 case ARROW: 1274 case ARROW:
1163 case WAND: 1275 case WAND:
1164 case FOOD: 1276 case FOOD:
1165 case FLESH: 1277 case FLESH:
1166 case DRINK: 1278 case DRINK:
1167 more_info = 0; 1279 more_info = 0;
1168 break; 1280 break;
1169 1281
1170 /* Armor type objects */ 1282 /* Armor type objects */
1171 case ARMOUR: 1283 case ARMOUR:
1172 case HELMET: 1284 case HELMET:
1173 case SHIELD: 1285 case SHIELD:
1174 case BOOTS: 1286 case BOOTS:
1175 case GLOVES: 1287 case GLOVES:
1176 case GIRDLE: 1288 case GIRDLE:
1177 case BRACERS: 1289 case BRACERS:
1178 case CLOAK: 1290 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1291 if (ARMOUR_SPEED (op))
1292 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1293 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1294 strcat (retbuf, buf);
1182 } 1295 }
1183 if (ARMOUR_SPELLS(op)) { 1296 if (ARMOUR_SPELLS (op))
1297 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1298 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1299 strcat (retbuf, buf);
1186 } 1300 }
1187 more_info=1; 1301 more_info = 1;
1188 break; 1302 break;
1189 1303
1190 case WEAPON: 1304 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1305 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1306 * make sense.
1193 */ 1307 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1308 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1309 if (i < 0)
1310 i = 0;
1196 1311
1197 sprintf(buf,"(weapon speed %d)", i); 1312 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1313 strcat (retbuf, buf);
1199 more_info=1; 1314 more_info = 1;
1200 break; 1315 break;
1201 1316
1202 } 1317 }
1203 if (more_info) { 1318 if (more_info)
1319 {
1204 if(op->stats.food) { 1320 if (op->stats.food)
1321 {
1205 if(op->stats.food!=0) 1322 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1323 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1324 strcat (retbuf, buf);
1208 } 1325 }
1209 if(op->stats.grace) { 1326 if (op->stats.grace)
1327 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1328 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1329 strcat (retbuf, buf);
1212 } 1330 }
1213 if(op->stats.sp) { 1331 if (op->stats.sp)
1332 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1333 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1334 strcat (retbuf, buf);
1216 } 1335 }
1217 if(op->stats.hp) { 1336 if (op->stats.hp)
1337 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1338 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1339 strcat (retbuf, buf);
1220 } 1340 }
1221 } 1341 }
1222 1342
1223 if(op->stats.luck) { 1343 if (op->stats.luck)
1344 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1345 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1346 strcat (retbuf, buf);
1226 } 1347 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1348 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1349 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1350 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1351 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1352 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1353 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1354 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1355 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1356 if (op->slaying != NULL && op->type != FOOD)
1357 {
1236 sprintf(buf,"(slay %s)", &op->slaying); 1358 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1359 strcat (retbuf, buf);
1238 } 1360 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1361 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1362 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1363 * non flesh, everyone can see its resistances
1242 */ 1364 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1365 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1366 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1367 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1368 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1369 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1370 }
1249 1371
1250 return retbuf; 1372 return retbuf;
1251} 1373}
1252 1374
1253/* Return true if the item is magical. A magical item is one that 1375/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1376 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1377 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1378 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1379 * should be marked as magical.
1258 */ 1380 */
1259 1381
1382int
1260int is_magical(const object *op) { 1383is_magical (const object *op)
1384{
1261 int i; 1385 int i;
1262 1386
1263 /* living creatures are considered non magical */ 1387 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1388 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; 1389 return 0;
1390
1391 /* This is a test for it being an artifact, as artifacts have titles */
1392 if (op->title != NULL)
1393 return 1;
1394
1395 /* Handle rings and amulets specially. If they change any of these
1396 * values, it means they are magical.
1397 */
1398 if ((op->type == AMULET || op->type == RING) &&
1399 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1400 return 1;
1401
1402 /* Check for stealty, speed, flying, or just plain magic in the boots */
1403 /* Presume any boots that hvae a move_type are special. */
1404 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1405 return 1;
1406
1407 /* Take care of amulet/shield that reflects spells/missiles */
1408 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1409 return 1;
1410
1411 /* Take care of helmet of xrays */
1412 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1413 return 1;
1414
1415 /* Potions & rods are always magical. Wands/staves are also magical,
1416 * assuming they still have any charges left.
1417 */
1418 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1419 return 1;
1420
1421 /* if something gives a protection, either positive or negative, its magical */
1422 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1423 * so this always works out fine.
1424 */
1425 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1426 if (op->resist[i])
1427 return 1;
1428
1429 /* Physical protection is expected on some item types, so they should
1430 * not be considered magical.
1431 */
1432 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1433 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1434 return 1;
1435
1436 /* power crystal, spellbooks, and scrolls are always magical. */
1437 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1438 return 1;
1439
1440 /* Check to see if it increases/decreases any stats */
1441 for (i = 0; i < NUM_STATS; i++)
1442 if (get_attr_value (&(op->stats), i) != 0)
1443 return 1;
1444
1445 /* If it doesn't fall into any of the above categories, must
1446 * be non magical.
1447 */
1448 return 0;
1324} 1449}
1325 1450
1326/* need_identify returns true if the item should be identified. This 1451/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1452 * function really should not exist - by default, any item not identified
1328 * should need it. 1453 * should need it.
1329 */ 1454 */
1330 1455
1456int
1331int need_identify(const object *op) { 1457need_identify (const object *op)
1458{
1332 switch(op->type) { 1459 switch (op->type)
1460 {
1333 case RING: 1461 case RING:
1334 case WAND: 1462 case WAND:
1335 case ROD: 1463 case ROD:
1336 case HORN: 1464 case HORN:
1337 case SCROLL: 1465 case SCROLL:
1360 case GEM: 1488 case GEM:
1361 case POWER_CRYSTAL: 1489 case POWER_CRYSTAL:
1362 case POISON: 1490 case POISON:
1363 case BOOK: 1491 case BOOK:
1364 case SKILL_TOOL: 1492 case SKILL_TOOL:
1365 return 1; 1493 return 1;
1366 } 1494 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1495 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1496 * archetype file can be updated, and this function removed.
1369 */ 1497 */
1370#if 0 1498#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1499 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1500#endif
1373 return 0; 1501 return 0;
1374} 1502}
1375
1376 1503
1377/* 1504/*
1378 * Supposed to fix face-values as well here, but later. 1505 * Supposed to fix face-values as well here, but later.
1379 */ 1506 */
1380 1507void
1381void identify(object *op) { 1508identify (object *op)
1509{
1382 object *pl; 1510 object *pl;
1383 1511
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1512 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1513 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1514 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1515
1388 /* 1516 /*
1389 * We want autojoining of equal objects: 1517 * We want autojoining of equal objects:
1390 */ 1518 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1519 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1520 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1521
1394 if (op->type == POTION) { 1522 if (op->type == POTION)
1523 {
1395 if (op->inv && op->randomitems) 1524 if (op->inv && op->randomitems)
1396 op->title = op->inv->name; 1525 op->title = op->inv->name;
1397 else if (op->arch) 1526 else if (op->arch)
1398 { 1527 {
1399 op->name = op->arch->clone.name; 1528 op->name = op->arch->clone.name;
1400 op->name_pl = op->arch->clone.name_pl; 1529 op->name_pl = op->arch->clone.name_pl;
1401 } 1530 }
1402 } 1531 }
1403 1532
1404 /* If the object is on a map, make sure we update its face */ 1533 /* If the object is on a map, make sure we update its face */
1405 if (op->map) 1534 if (op->map)
1406 update_object(op,UP_OBJ_FACE); 1535 update_object (op, UP_OBJ_FACE);
1407 else { 1536 else
1408 pl = is_player_inv(op->env); 1537 {
1538 pl = op->in_player ();
1409 if (pl) 1539 if (pl)
1410 /* A lot of the values can change from an update - might as well send 1540 /* A lot of the values can change from an update - might as well send
1411 * it all. 1541 * it all.
1412 */ 1542 */
1413 esrv_send_item(pl, op); 1543 esrv_send_item (pl, op);
1414 } 1544 }
1415} 1545}
1546

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