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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 1.15 by elmex, Wed Dec 20 14:38:50 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},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 164 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 165 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 166 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 167 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 168 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 169 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 170 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 171 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 172 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 173 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 174 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 175 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 176 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 177 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 178 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 179 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 180 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 181 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 182 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 183 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 184 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 185 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 186 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 187 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 188 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 189 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 190 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 191 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 192 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 193 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 194 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 195 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 196 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 197 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 198 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 199 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 200 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 201 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 202 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 203 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 204 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 205 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 206};
223 207
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 208const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 209
226materialtype_t *materialt; 210materialtype_t *materialt;
227 211
228/* 212/*
229materialtype material[NROFMATERIALS] = { 213materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 240 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 241 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 242 * custom objects can use whatever they want.
259 */ 243 */
260static int enc_to_item_power[21] = { 244static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 245 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 246 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 247 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 248 30, 35, 40, 45, 50 /* 20 */
265}; 249};
266 250
251int
267int get_power_from_ench(int ench) 252get_power_from_ench (int ench)
268{ 253{
269 if (ench < 0) ench = 0; 254 if (ench < 0)
270 if (ench > 20) ench = 20; 255 ench = 0;
256 if (ench > 20)
257 ench = 20;
271 return enc_to_item_power[ench]; 258 return enc_to_item_power[ench];
272} 259}
273 260
274/* This takes an object 'op' and figures out what its item_power 261/* 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 262 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns 263 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 264 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 265 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 266 * the power. This is used in the treasure code.
280 */ 267 */
268int
281int calc_item_power(const object *op, int flag) 269calc_item_power (const object *op, int flag)
282{ 270{
283 int i, tmp, enc; 271 int i, tmp, enc;
284 272
285 enc = 0; 273 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 274 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 275 enc += get_attr_value (&op->stats, i);
288 276
289 /* This protection logic is pretty flawed. 20% fire resistance 277 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 278 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 279 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 280 * armour shouldn't be counted against
293 */ 281 */
294 tmp = 0; 282 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 283 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 284 tmp += op->resist[i];
297 285
298 /* Add/substract 10 so that the rounding works out right */ 286 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 287 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 288 enc += (tmp + 10) / 20;
289 else if (tmp < 0)
290 enc += (tmp - 10) / 20;
301 291
302 enc += op->magic; 292 enc += op->magic;
303 293
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 294 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 295 * physical doesn't count against total.
306 */ 296 */
307 if (op->type == WEAPON) { 297 if (op->type == WEAPON)
298 {
308 for (i=1; i<NROFATTACKS; i++) 299 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 300 if (op->attacktype & (1 << i))
301 enc++;
302 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
311 } 304 }
312 /* Items the player can equip */ 305 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 306 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 307 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 308 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 309 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 310 {
318 enc += op->stats.food; /* sustenance */ 311 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 312 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 313 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 314 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 315 enc += op->stats.exp; /* speed bonus */
323 } 316 }
324 enc += op->stats.luck; 317 enc += op->stats.luck;
325 318
326 /* Do spell paths now */ 319 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 320 for (i = 1; i < NRSPELLPATHS; i++)
321 {
328 if (op->path_attuned& (1 << i)) enc++; 322 if (op->path_attuned & (1 << i))
323 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 324 else if (op->path_denied & (1 << i))
325 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 326 else if (op->path_repelled & (1 << i))
327 enc--;
331 } 328 }
332 329
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 330 if (QUERY_FLAG (op, FLAG_LIFESAVE))
331 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 332 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
333 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 334 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
335 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 336 if (QUERY_FLAG (op, FLAG_STEALTH))
337 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 338 if (QUERY_FLAG (op, FLAG_XRAYS))
339 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 340 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
341 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 342 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343 enc += 1;
340 344
341 return get_power_from_ench(enc); 345 return get_power_from_ench (enc);
342 346
343} 347}
344 348
345/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
347 351
348const typedata *get_typedata(int itemtype) { 352const typedata *
353get_typedata (int itemtype)
354{
349 int i; 355 int i;
356
350 for (i=0;i<item_types_size;i++) 357 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 358 if (item_types[i].number == itemtype)
359 return &item_types[i];
352 return NULL; 360 return NULL;
353} 361}
354 362
355/* returns the typedata that has a name equal to itemtype, if there 363/* 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 364 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 365 * one return NULL */
358 366
367const typedata *
359const typedata *get_typedata_by_name(const char *name) { 368get_typedata_by_name (const char *name)
369{
360 int i; 370 int i;
371
361 for (i=0;i<item_types_size;i++) 372 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 373 if (!strcmp (item_types[i].name, name))
374 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 375 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 376 if (!strcmp (item_types[i].name_pl, name))
377 {
365 LOG(llevInfo, 378 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 379 "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]; 380 return &item_types[i];
369 } 381 }
370 return NULL; 382 return NULL;
371} 383}
384
372/* describe_resistance generates the visible naming for resistances. 385/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 386 * returns a static array of the description. This can return
374 * a big buffer. 387 * a big buffer.
375 * if newline is true, we don't put parens around the description 388 * 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 389 * but do put a newline at the end. Useful when dumping to files
377 */ 390 */
391char *
378char *describe_resistance(const object *op, int newline) 392describe_resistance (const object *op, int newline)
379{ 393{
380 static char buf[VERY_BIG_BUF]; 394 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 395 char buf1[VERY_BIG_BUF];
382 int tmpvar; 396 int tmpvar;
383 397
384 buf[0]=0; 398 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 399 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 401 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
402 {
387 if (!newline) 403 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 404 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 405 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 407
392 strcat(buf, buf1); 408 strcat (buf, buf1);
393 } 409 }
394 } 410 }
395 return buf; 411 return buf;
396} 412}
397 413
398 414
399/* 415/*
400 * query_weight(object) returns a character pointer to a static buffer 416 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 417 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 418 * The buffer will be overwritten by the next call to query_weight().
403 */ 419 */
404 420
421char *
405char *query_weight(const object *op) { 422query_weight (const object *op)
423{
406 static char buf[10]; 424 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 425 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 426
409 if(op->weight<0) 427 if (op->weight < 0)
410 return " "; 428 return " ";
411 if(i%1000) 429 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 430 sprintf (buf, "%6.1f", i / 1000.0);
413 else 431 else
414 sprintf(buf,"%4d ",i/1000); 432 sprintf (buf, "%4d ", i / 1000);
415 return buf; 433 return buf;
416} 434}
417 435
418/* 436/*
419 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
421 */ 439 */
422 440
441char *
423char *get_levelnumber(int i) { 442get_levelnumber (int i)
443{
424 static char buf[MAX_BUF]; 444 static char buf[MAX_BUF];
445
425 if (i > 99) { 446 if (i > 99)
447 {
426 sprintf(buf, "%d.", i); 448 sprintf (buf, "%d.", i);
427 return buf; 449 return buf;
428 } 450 }
429 if(i < 21) 451 if (i < 21)
430 return levelnumbers[i]; 452 return levelnumbers[i];
431 if(!(i%10)) 453 if (!(i % 10))
432 return levelnumbers_10[i/10]; 454 return levelnumbers_10[i / 10];
433 strcpy(buf, numbers_10[i/10]); 455 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 456 strcat (buf, levelnumbers[i % 10]);
435 return buf; 457 return buf;
436} 458}
437 459
438 460
439/* 461/*
441 * in a static buffer. The buffer might be overwritten at the next 463 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 464 * call to get_number().
443 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
444 */ 466 */
445 467
468char *
446char *get_number(int i) { 469get_number (int i)
470{
447 if(i<=20) 471 if (i <= 20)
448 return numbers[i]; 472 return numbers[i];
449 else { 473 else
474 {
450 static char buf[MAX_BUF]; 475 static char buf[MAX_BUF];
476
451 sprintf(buf,"%d",i); 477 sprintf (buf, "%d", i);
452 return buf; 478 return buf;
453 } 479 }
454} 480}
455 481
456/* 482/*
457 * Returns pointer to static buffer containing ring's or amulet's 483 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 484 * abilities
460 * if describle_item() would be called to get this information and 486 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 487 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 488 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 489 * client handle names.
464 */ 490 */
491
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 492/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 493 * from stats.sp - b.t.
467 */ 494 */
495char *
468char *ring_desc (const object *op) 496ring_desc (const object *op)
469{ 497{
470 static char buf[VERY_BIG_BUF]; 498 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 499 int attr, val, len;
472 500
473 buf[0] = 0; 501 buf[0] = 0;
474 502
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 503 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; 504 return buf;
505
506 for (attr = 0; attr < NUM_STATS; attr++)
507 {
508 if ((val = get_attr_value (&(op->stats), attr)) != 0)
509 {
510 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
511 }
512 }
513 if (op->stats.exp)
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515 if (op->stats.wc)
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521
522 strcat (buf, describe_resistance (op, 0));
523
524 if (op->stats.food != 0)
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
526 /* else if (op->stats.food < 0)
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
528 if (op->stats.grace)
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544 /* Shorten some of the names, so they appear better in the windows */
545 len = strlen (buf);
546 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
547 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
549
550 /* if(op->item_power)
551 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
552 */
553 if (buf[0] == 0 && op->type != SKILL)
554 strcpy (buf, "of adornment");
555
556
557 return buf;
528} 558}
529 559
530/* 560/*
531 * query_short_name(object) is similar to query_name, but doesn't 561 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 562 * contain any information about object status (worn/cursed/etc.)
533 */ 563 */
564const char *
534const char *query_short_name(const object *op) 565query_short_name (const object *op)
535{ 566{
536 static char buf[HUGE_BUF]; 567 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 568 char buf2[HUGE_BUF];
538 int len=0; 569 int len = 0;
539 570
540 if(op->name == NULL) 571 if (op->name == NULL)
541 return "(null)"; 572 return "(null)";
573
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 574 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 575 return op->name; /* To speed things up (or make things slower?) */
544 576
545 if (op->nrof <= 1) 577 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 578 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 579 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 580 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 581
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 582 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
583 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 584 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 585 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 586 }
554 587
555 switch(op->type) { 588 switch (op->type)
589 {
556 case SPELLBOOK: 590 case SPELLBOOK:
557 case SCROLL: 591 case SCROLL:
558 case WAND: 592 case WAND:
559 case ROD: 593 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 594 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
595 {
561 if(!op->title) { 596 if (!op->title)
597 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 598 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 599 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 600 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 601 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 602 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 603 }
568 if(op->type != SPELLBOOK) { 604 if (op->type != SPELLBOOK)
605 {
569 sprintf(buf2, " (lvl %d)", op->level); 606 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 607 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 608 }
572 } 609 }
573 break; 610 break;
574 611
575 case SKILL: 612 case SKILL:
576 case AMULET: 613 case AMULET:
577 case RING: 614 case RING:
578 if (!op->title) { 615 if (!op->title)
616 {
579 /* If ring has a title, full description isn't so useful */ 617 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 618 char *s = ring_desc (op);
619
581 if (s[0]) { 620 if (s[0])
621 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 622 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 623 safe_strcat (buf, s, &len, HUGE_BUF);
624 }
584 } 625 }
585 }
586 break; 626 break;
587 default: 627 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 628 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))) { 629 {
590 sprintf(buf2, " %+d", op->magic); 630 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 631 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 632 }
593 } 633 }
594 return buf; 634 return buf;
595} 635}
596 636
597/* 637/*
598 * query_name(object) returns a character pointer pointing to a static 638 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 639 * 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 643 * 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 644 * 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.) 645 * use several names much easier (don't need to store them to temp variables.)
606 * 646 *
607 */ 647 */
648char *
608char *query_name(const object *op) { 649query_name (const object *op)
650{
609 static char buf[5][HUGE_BUF]; 651 static char buf[5][HUGE_BUF];
610 static int use_buf=0; 652 static int use_buf = 0;
611 int len=0; 653 int len = 0;
654
612#ifdef NEW_MATERIAL_CODE 655#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 656 materialtype_t *mt;
614#endif 657#endif
615 658
616 use_buf++; 659 use_buf++;
617 use_buf %=5; 660 use_buf %= 5;
618 661
619#ifdef NEW_MATERIAL_CODE 662#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 663 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
664 {
621 mt = name_to_material(op->materialname); 665 mt = name_to_material (op->materialname);
622 if (mt) { 666 if (mt)
667 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 668 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 669 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 670 }
626 } 671 }
627#endif 672#endif
628 673
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 674 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 675
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 676 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 677 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 678 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); 679 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 680
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 681 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
682 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 683 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 684 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 685 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 686 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 687 }
643 /* Basically, if the object is known magical (detect magic spell on it), 688 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 690 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
647 * 692 *
648 * Changed in V 0.91.4 - still print that the object is magical even 693 * 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 694 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 695 * abilities, especially for artifact items.
651 */ 696 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 697 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 698 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 699
655#if 0 700#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 701 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 702 * be returned in the name.
658 */ 703 */
659 if(op->item_power) 704 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 705 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 706
663#endif 707#endif
664 708
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 709 if (QUERY_FLAG (op, FLAG_APPLIED))
710 {
666 switch(op->type) { 711 switch (op->type)
712 {
667 case BOW: 713 case BOW:
668 case WAND: 714 case WAND:
669 case ROD: 715 case ROD:
670 case HORN: 716 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
672 break; 718 break;
673 case WEAPON: 719 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
675 break; 721 break;
676 case ARMOUR: 722 case ARMOUR:
677 case HELMET: 723 case HELMET:
678 case SHIELD: 724 case SHIELD:
679 case RING: 725 case RING:
680 case BOOTS: 726 case BOOTS:
681 case GLOVES: 727 case GLOVES:
682 case AMULET: 728 case AMULET:
683 case GIRDLE: 729 case GIRDLE:
684 case BRACERS: 730 case BRACERS:
685 case CLOAK: 731 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 733 break;
688 case CONTAINER: 734 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 736 break;
691 case SKILL: 737 case SKILL:
692 default: 738 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 740 }
695 } 741 }
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 742 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 744
699 return buf[use_buf]; 745 return buf[use_buf];
700} 746}
701 747
702/* 748/*
703 * query_base_name(object) returns a character pointer pointing to a static 749 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 750 * 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 752 * 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 753 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 754 * and sending to client.
709 * If plural is set, we generate the plural name of this. 755 * If plural is set, we generate the plural name of this.
710 */ 756 */
757const char *
711const char *query_base_name(const object *op, int plural) { 758query_base_name (const object *op, int plural)
759{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 760 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 761 int len;
714 materialtype_t *mt; 762 materialtype_t *mt;
715 763
716 if((!plural && !op->name) || (plural && !op->name_pl)) 764 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 765 return "(null)";
718 766
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 767 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 768 return op->name; /* To speed things up (or make things slower?) */
721 769
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 771 mt = name_to_material (op->materialname);
724 772
725#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 775 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 776 {
729 strcpy(buf, mt->description); 777 strcpy (buf, mt->description);
730 len=strlen(buf); 778 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 780 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 781 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 782 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 783 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 784 }
785 else
786 {
737#endif 787#endif
738 if (!plural) 788 if (!plural)
739 strcpy(buf, op->name); 789 strcpy (buf, op->name);
740 else 790 else
741 strcpy(buf, op->name_pl); 791 strcpy (buf, op->name_pl);
742 len=strlen(buf); 792 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 793#ifdef NEW_MATERIAL_CODE
744 } 794 }
745#endif 795#endif
746 796
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 797 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
798 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 799 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 800 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 801 }
751 802
752 switch(op->type) { 803 switch (op->type)
804 {
753 case SPELLBOOK: 805 case SPELLBOOK:
754 case SCROLL: 806 case SCROLL:
755 case WAND: 807 case WAND:
756 case ROD: 808 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 809 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
810 {
758 if(!op->title) { 811 if (!op->title)
812 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 813 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 814 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 815 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 816 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 817 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 818 }
765 if(op->type != SPELLBOOK) { 819 if (op->type != SPELLBOOK)
820 {
766 sprintf(buf2, " (lvl %d)", op->level); 821 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 822 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 823 }
769 } 824 }
770 break; 825 break;
771 826
772 827
773 case SKILL: 828 case SKILL:
774 case AMULET: 829 case AMULET:
775 case RING: 830 case RING:
776 if (!op->title) { 831 if (!op->title)
832 {
777 /* If ring has a title, full description isn't so useful */ 833 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 834 char *s = ring_desc (op);
835
779 if (s[0]) { 836 if (s[0])
837 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 838 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 839 safe_strcat (buf, s, &len, MAX_BUF);
840 }
782 } 841 }
783 }
784 break; 842 break;
785 default: 843 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 844 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))) { 845 {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 846 sprintf (buf + strlen (buf), " %+d", op->magic);
789 } 847 }
790 } 848 }
791 return buf; 849 return buf;
792} 850}
793 851
794/* Break this off from describe_item - that function was way 852/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 853 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 854 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 855 * be called with monster & player objects. Returns a description
798 * in a static buffer. 856 * in a static buffer.
799 */ 857 */
800 858
859static char *
801static char *describe_monster(const object *op) { 860describe_monster (const object *op)
861{
802 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 863 static char retbuf[VERY_BIG_BUF];
804 int i; 864 int i;
805 865
806 retbuf[0]='\0'; 866 retbuf[0] = '\0';
807 867
808 /* Note that the resolution this provides for players really isn't 868 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 869 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 870 * fall into the 'lightning fast movement' category.
811 */ 871 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 872 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
873 {
813 switch((int)((FABS(op->speed))*15)) { 874 switch ((int) ((FABS (op->speed)) * 15))
875 {
814 case 0: 876 case 0:
815 strcat(retbuf,"(very slow movement)"); 877 strcat (retbuf, "(very slow movement)");
816 break; 878 break;
817 case 1: 879 case 1:
818 strcat(retbuf,"(slow movement)"); 880 strcat (retbuf, "(slow movement)");
819 break; 881 break;
820 case 2: 882 case 2:
821 strcat(retbuf,"(normal movement)"); 883 strcat (retbuf, "(normal movement)");
822 break; 884 break;
823 case 3: 885 case 3:
824 case 4: 886 case 4:
825 strcat(retbuf,"(fast movement)"); 887 strcat (retbuf, "(fast movement)");
826 break; 888 break;
827 case 5: 889 case 5:
828 case 6: 890 case 6:
829 strcat(retbuf,"(very fast movement)"); 891 strcat (retbuf, "(very fast movement)");
830 break; 892 break;
831 case 7: 893 case 7:
832 case 8: 894 case 8:
833 case 9: 895 case 9:
834 case 10: 896 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 897 strcat (retbuf, "(extremely fast movement)");
836 break; 898 break;
837 default: 899 default:
838 strcat(retbuf,"(lightning fast movement)"); 900 strcat (retbuf, "(lightning fast movement)");
839 break; 901 break;
840 } 902 }
841 } 903 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 904 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 905 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 906 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 907 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 908 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 909 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 910 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 911 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 912 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 913 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 914 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 915 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 916 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 917 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 918 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 919 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 920 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 921 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 922 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 923 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 924 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 925 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 926 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 927 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 928 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 929 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 930 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 931 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 932 if (op->randomitems != NULL)
933 {
871 treasure *t; 934 treasure *t;
872 int first = 1; 935 int first = 1;
936
873 for(t=op->randomitems->items; t != NULL; t=t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 938 if (t->item && (t->item->clone.type == SPELL))
939 {
875 if(first) { 940 if (first)
941 {
876 first = 0; 942 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
878 } 944 }
879 strcat(retbuf,"("); 945 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 946 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 947 strcat (retbuf, ")");
882 } 948 }
883 } 949 }
884 if (op->type == PLAYER) { 950 if (op->type == PLAYER)
951 {
885 if(op->contr->digestion) { 952 if (op->contr->digestion)
953 {
886 if(op->contr->digestion!=0) 954 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 955 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 956 strcat (retbuf, buf);
889 } 957 }
890 if(op->contr->gen_grace) { 958 if (op->contr->gen_grace)
959 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 960 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 961 strcat (retbuf, buf);
893 } 962 }
894 if(op->contr->gen_sp) { 963 if (op->contr->gen_sp)
964 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 965 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 966 strcat (retbuf, buf);
897 } 967 }
898 if(op->contr->gen_hp) { 968 if (op->contr->gen_hp)
969 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 970 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 971 strcat (retbuf, buf);
901 } 972 }
902 if(op->stats.luck) { 973 if (op->stats.luck)
974 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 975 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 976 strcat (retbuf, buf);
905 } 977 }
906 } 978 }
907 979
908 /* describe attacktypes */ 980 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 981 if (is_dragon_pl (op))
982 {
910 /* for dragon players display the attacktypes from clawing skill 983 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 984 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 985 * this makes it more readable.
913 */ 986 */
914 object *tmp; 987 object *tmp;
988
989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
991 break;
992
993 if (tmp && tmp->attacktype != 0)
915 994 {
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"); 995 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
996 }
997 else
921 } 998 {
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 999 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1000 }
1001 }
1002 else
927 } 1003 {
1004 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1005 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1006 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1007 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1008 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
931 for (i=0; i < NROFATTACKS; i++) { 1009 for (i = 0; i < NROFATTACKS; i++)
1010 {
932 if (op->resist[i]) { 1011 if (op->resist[i])
1012 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1013 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1014 strcat (retbuf, buf);
935 } 1015 }
936 } 1016 }
937 return retbuf; 1017 return retbuf;
938} 1018}
939 1019
940 1020
941/* 1021/*
942 * Returns a pointer to a static buffer which contains a 1022 * Returns a pointer to a static buffer which contains a
963 * Add 'owner' who is the person examining this object. 1043 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1044 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1045 * item (eg, debug dump or the like)
966 */ 1046 */
967 1047
1048char *
968char *describe_item(const object *op, object *owner) { 1049describe_item (const object *op, object *owner)
1050{
969 char buf[MAX_BUF]; 1051 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1052 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1053 int identified, i;
972 1054
973 retbuf[0]='\0'; 1055 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1056 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1057 {
975 return describe_monster(op); 1058 return describe_monster (op);
976 } 1059 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1060 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1061 * also makes the code easier to read.
979 */ 1062 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1063 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1064 identified = 1;
981 else { 1065 else
1066 {
982 strcpy(retbuf,"(unidentified)"); 1067 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1068 identified = 0;
984 } 1069 }
985 switch(op->type) { 1070 switch (op->type)
1071 {
986 case BOW: 1072 case BOW:
987 case ARROW: 1073 case ARROW:
988 case WAND: 1074 case WAND:
989 case ROD: 1075 case ROD:
990 case HORN: 1076 case HORN:
996 case GLOVES: 1082 case GLOVES:
997 case GIRDLE: 1083 case GIRDLE:
998 case BRACERS: 1084 case BRACERS:
999 case CLOAK: 1085 case CLOAK:
1000 case SKILL_TOOL: 1086 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1087 break; /* We have more information to do below this switch */
1002 1088
1003 case POWER_CRYSTAL: 1089 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1090 if (op->stats.maxsp > 1000)
1091 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1092 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1093 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1094 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1095 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1096 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1097 }
1010 }else 1098 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1099 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1100 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1101 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1102 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1103 strcat (retbuf, "empty.");
1016 else if (i==0) 1104 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1105 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1106 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1107 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1108 else if (i < 6)
1021 strcat(retbuf,"half full."); 1109 strcat (retbuf, "half full.");
1022 else if (i<9) 1110 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1111 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1112 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1113 strcat (retbuf, "fully charged.");
1026 else 1114 else
1027 strcat(retbuf,"almost full."); 1115 strcat (retbuf, "almost full.");
1028 break; 1116 break;
1029 case FOOD: 1117 case FOOD:
1030 case FLESH: 1118 case FLESH:
1031 case DRINK: 1119 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1120 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1121 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1122 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1123 strcat (retbuf, buf);
1035 1124
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1125 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1126 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1127 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1128 strcat (retbuf, buf);
1039 } 1129 }
1040 1130
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1131 if (!QUERY_FLAG (op, FLAG_CURSED))
1132 {
1042 if (op->stats.hp) 1133 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1134 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1135 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1136 strcat (retbuf, "(spellpoint regen)");
1046 } 1137 }
1047 else { 1138 else
1139 {
1048 if (op->stats.hp) 1140 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1141 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1142 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1143 strcat (retbuf, "(spellpoint depletion)");
1052 } 1144 }
1053 } 1145 }
1054 break; 1146 break;
1055 1147
1056 1148
1057 case SKILL: 1149 case SKILL:
1058 case RING: 1150 case RING:
1059 case AMULET: 1151 case AMULET:
1060 if(op->item_power) { 1152 if (op->item_power)
1153 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1154 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1155 strcat (retbuf, buf);
1063 } 1156 }
1064 if (op->title) 1157 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1158 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1159 return retbuf;
1067 1160
1068 default: 1161 default:
1069 return retbuf; 1162 return retbuf;
1070 } 1163 }
1071 1164
1072 /* Down here, we more further describe equipment type items. 1165 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1166 * only describe them if they have been identified or the like.
1074 */ 1167 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1168 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1169 {
1076 int attr,val; 1170 int attr, val;
1077 1171
1078 for (attr=0; attr<NUM_STATS; attr++) { 1172 for (attr = 0; attr < NUM_STATS; attr++)
1173 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1174 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1175 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1176 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1177 strcat (retbuf, buf);
1082 } 1178 }
1083 } 1179 }
1084 1180
1085 if(op->stats.exp) { 1181 if (op->stats.exp)
1182 {
1086 sprintf(buf,"(speed %+lld)", (long long)op->stats.exp); 1183 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1184 strcat (retbuf, buf);
1088 } 1185 }
1089 1186
1090 1187
1091 switch(op->type) { 1188 switch (op->type)
1189 {
1092 case BOW: 1190 case BOW:
1093 case ARROW: 1191 case ARROW:
1094 case GIRDLE: 1192 case GIRDLE:
1095 case HELMET: 1193 case HELMET:
1096 case SHIELD: 1194 case SHIELD:
1102 case AMULET: 1200 case AMULET:
1103 case ARMOUR: 1201 case ARMOUR:
1104 case BRACERS: 1202 case BRACERS:
1105 case FORCE: 1203 case FORCE:
1106 case CLOAK: 1204 case CLOAK:
1107 if(op->stats.wc) { 1205 if (op->stats.wc)
1206 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1207 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1208 strcat (retbuf, buf);
1110 } 1209 }
1111 if(op->stats.dam) { 1210 if (op->stats.dam)
1211 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1212 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1213 strcat (retbuf, buf);
1114 } 1214 }
1115 if(op->stats.ac) { 1215 if (op->stats.ac)
1216 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1217 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1218 strcat (retbuf, buf);
1118 } 1219 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1220 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1221 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1222 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1223 strcat (retbuf, buf);
1122 } 1224 }
1123 break; 1225 break;
1124 1226
1125 default: 1227 default:
1126 break; 1228 break;
1127 } 1229 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1230 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1231 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1232 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1233 strcat (retbuf, "(infravision)");
1132 1234
1133 /* levitate was what is was before, so we'll keep it */ 1235 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1236 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1237 strcat (retbuf, "(levitate)");
1136 1238
1137 if (op->move_type & MOVE_FLY_HIGH) 1239 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1240 strcat (retbuf, "(fly)");
1139 1241
1140 if (op->move_type & MOVE_SWIM) 1242 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1243 strcat (retbuf, "(swim)");
1142 1244
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1245 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1246
1145 if(op->item_power) { 1247 if (op->item_power)
1248 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1249 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1250 strcat (retbuf, buf);
1148 } 1251 }
1149 } /* End if identified or applied */ 1252 } /* End if identified or applied */
1150 1253
1151 /* This blocks only deals with fully identified object. 1254 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1255 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1256 * in this way, information is added.
1154 */ 1257 */
1155 if(identified) { 1258 if (identified)
1259 {
1156 int more_info = 0; 1260 int more_info = 0;
1157 1261
1158 switch(op->type) { 1262 switch (op->type)
1263 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1264 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1265 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1266 case BOW:
1162 case ARROW: 1267 case ARROW:
1163 case WAND: 1268 case WAND:
1164 case FOOD: 1269 case FOOD:
1165 case FLESH: 1270 case FLESH:
1166 case DRINK: 1271 case DRINK:
1167 more_info = 0; 1272 more_info = 0;
1168 break; 1273 break;
1169 1274
1170 /* Armor type objects */ 1275 /* Armor type objects */
1171 case ARMOUR: 1276 case ARMOUR:
1172 case HELMET: 1277 case HELMET:
1173 case SHIELD: 1278 case SHIELD:
1174 case BOOTS: 1279 case BOOTS:
1175 case GLOVES: 1280 case GLOVES:
1176 case GIRDLE: 1281 case GIRDLE:
1177 case BRACERS: 1282 case BRACERS:
1178 case CLOAK: 1283 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1284 if (ARMOUR_SPEED (op))
1285 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1286 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1287 strcat (retbuf, buf);
1182 } 1288 }
1183 if (ARMOUR_SPELLS(op)) { 1289 if (ARMOUR_SPELLS (op))
1290 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1291 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1292 strcat (retbuf, buf);
1186 } 1293 }
1187 more_info=1; 1294 more_info = 1;
1188 break; 1295 break;
1189 1296
1190 case WEAPON: 1297 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1298 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1299 * make sense.
1193 */ 1300 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1301 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1302 if (i < 0)
1303 i = 0;
1196 1304
1197 sprintf(buf,"(weapon speed %d)", i); 1305 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1306 strcat (retbuf, buf);
1199 more_info=1; 1307 more_info = 1;
1200 break; 1308 break;
1201 1309
1202 } 1310 }
1203 if (more_info) { 1311 if (more_info)
1312 {
1204 if(op->stats.food) { 1313 if (op->stats.food)
1314 {
1205 if(op->stats.food!=0) 1315 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1316 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1317 strcat (retbuf, buf);
1208 } 1318 }
1209 if(op->stats.grace) { 1319 if (op->stats.grace)
1320 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1321 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1322 strcat (retbuf, buf);
1212 } 1323 }
1213 if(op->stats.sp) { 1324 if (op->stats.sp)
1325 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1326 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1327 strcat (retbuf, buf);
1216 } 1328 }
1217 if(op->stats.hp) { 1329 if (op->stats.hp)
1330 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1331 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1332 strcat (retbuf, buf);
1220 } 1333 }
1221 } 1334 }
1222 1335
1223 if(op->stats.luck) { 1336 if (op->stats.luck)
1337 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1338 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1339 strcat (retbuf, buf);
1226 } 1340 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1341 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1342 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1343 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1344 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1345 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1346 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1347 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1348 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1349 if (op->slaying != NULL && op->type != FOOD)
1350 {
1236 sprintf(buf,"(slay %s)", &op->slaying); 1351 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1352 strcat (retbuf, buf);
1238 } 1353 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1354 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1355 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1356 * non flesh, everyone can see its resistances
1242 */ 1357 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1358 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1359 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1360 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1361 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1362 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1363 }
1249 1364
1250 return retbuf; 1365 return retbuf;
1251} 1366}
1252 1367
1253/* Return true if the item is magical. A magical item is one that 1368/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1369 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1370 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1371 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1372 * should be marked as magical.
1258 */ 1373 */
1259 1374
1375int
1260int is_magical(const object *op) { 1376is_magical (const object *op)
1377{
1261 int i; 1378 int i;
1262 1379
1263 /* living creatures are considered non magical */ 1380 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1381 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; 1382 return 0;
1383
1384 /* This is a test for it being an artifact, as artifacts have titles */
1385 if (op->title != NULL)
1386 return 1;
1387
1388 /* Handle rings and amulets specially. If they change any of these
1389 * values, it means they are magical.
1390 */
1391 if ((op->type == AMULET || op->type == RING) &&
1392 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1393 return 1;
1394
1395 /* Check for stealty, speed, flying, or just plain magic in the boots */
1396 /* Presume any boots that hvae a move_type are special. */
1397 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1398 return 1;
1399
1400 /* Take care of amulet/shield that reflects spells/missiles */
1401 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1402 return 1;
1403
1404 /* Take care of helmet of xrays */
1405 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1406 return 1;
1407
1408 /* Potions & rods are always magical. Wands/staves are also magical,
1409 * assuming they still have any charges left.
1410 */
1411 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1412 return 1;
1413
1414 /* if something gives a protection, either positive or negative, its magical */
1415 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1416 * so this always works out fine.
1417 */
1418 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1419 if (op->resist[i])
1420 return 1;
1421
1422 /* Physical protection is expected on some item types, so they should
1423 * not be considered magical.
1424 */
1425 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1426 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1427 return 1;
1428
1429 /* power crystal, spellbooks, and scrolls are always magical. */
1430 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1431 return 1;
1432
1433 /* Check to see if it increases/decreases any stats */
1434 for (i = 0; i < NUM_STATS; i++)
1435 if (get_attr_value (&(op->stats), i) != 0)
1436 return 1;
1437
1438 /* If it doesn't fall into any of the above categories, must
1439 * be non magical.
1440 */
1441 return 0;
1324} 1442}
1325 1443
1326/* need_identify returns true if the item should be identified. This 1444/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1445 * function really should not exist - by default, any item not identified
1328 * should need it. 1446 * should need it.
1329 */ 1447 */
1330 1448
1449int
1331int need_identify(const object *op) { 1450need_identify (const object *op)
1451{
1332 switch(op->type) { 1452 switch (op->type)
1453 {
1333 case RING: 1454 case RING:
1334 case WAND: 1455 case WAND:
1335 case ROD: 1456 case ROD:
1336 case HORN: 1457 case HORN:
1337 case SCROLL: 1458 case SCROLL:
1360 case GEM: 1481 case GEM:
1361 case POWER_CRYSTAL: 1482 case POWER_CRYSTAL:
1362 case POISON: 1483 case POISON:
1363 case BOOK: 1484 case BOOK:
1364 case SKILL_TOOL: 1485 case SKILL_TOOL:
1365 return 1; 1486 return 1;
1366 } 1487 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1488 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1489 * archetype file can be updated, and this function removed.
1369 */ 1490 */
1370#if 0 1491#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1492 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1493#endif
1373 return 0; 1494 return 0;
1374} 1495}
1375
1376 1496
1377/* 1497/*
1378 * Supposed to fix face-values as well here, but later. 1498 * Supposed to fix face-values as well here, but later.
1379 */ 1499 */
1380 1500void
1381void identify(object *op) { 1501identify (object *op)
1502{
1382 object *pl; 1503 object *pl;
1383 1504
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1505 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1506 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1507 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1508
1388 /* 1509 /*
1389 * We want autojoining of equal objects: 1510 * We want autojoining of equal objects:
1390 */ 1511 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1512 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1513 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1514
1394 if (op->type == POTION) { 1515 if (op->type == POTION)
1516 {
1395 if (op->inv && op->randomitems) 1517 if (op->inv && op->randomitems)
1396 op->title = op->inv->name; 1518 op->title = op->inv->name;
1397 else if (op->arch) 1519 else if (op->arch)
1398 { 1520 {
1399 op->name = op->arch->clone.name; 1521 op->name = op->arch->clone.name;
1400 op->name_pl = op->arch->clone.name_pl; 1522 op->name_pl = op->arch->clone.name_pl;
1401 } 1523 }
1402 } 1524 }
1403 1525
1404 /* If the object is on a map, make sure we update its face */ 1526 /* If the object is on a map, make sure we update its face */
1405 if (op->map) 1527 if (op->map)
1406 update_object(op,UP_OBJ_FACE); 1528 update_object (op, UP_OBJ_FACE);
1407 else { 1529 else
1408 pl = is_player_inv(op->env); 1530 {
1531 pl = op->in_player ();
1409 if (pl) 1532 if (pl)
1410 /* A lot of the values can change from an update - might as well send 1533 /* A lot of the values can change from an update - might as well send
1411 * it all. 1534 * it all.
1412 */ 1535 */
1413 esrv_send_item(pl, op); 1536 esrv_send_item (pl, op);
1414 } 1537 }
1415} 1538}
1539

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