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Comparing deliantra/server/common/item.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.28 by root, Wed May 2 05:59:06 2007 UTC

1/* 1/*
2 * static char *rcsid_item_c =
3 * "$Id: item.C,v 1.2 2006/08/29 08:01:35 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31#include <living.h> 27#include <living.h>
32#include <spells.h> 28#include <spells.h>
51 * may be better. 47 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 48 * 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 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
54 */ 50 */
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"body_range", "in your range slot", "in a human's range slot"}, 52 {"body_range", "in your range slot", "in a human's range slot"},
57{"body_arm", "on your arm", "on a human's arm"}, 53 {"body_arm", "on your arm", "on a human's arm"},
58{"body_torso", "on your body", "on a human's torso"}, 54 {"body_torso", "on your body", "on a human's torso"},
59{"body_head", "on your head", "on a human's head"}, 55 {"body_head", "on your head", "on a human's head"},
60{"body_neck", "around your neck", "around a humans neck"}, 56 {"body_neck", "around your neck", "around a humans neck"},
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 57 {"body_skill", "in your skill slot", "in a human's skill slot"},
62{"body_finger", "on your finger", "on a human's finger"}, 58 {"body_finger", "on your finger", "on a human's finger"} ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 59 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"}, 60 {"body_foot", "on your feet", "on a human's feet"},
65{"body_hand", "on your hands", "on a human's hands"}, 61 {"body_hand", "on your hands", "on a human's hands"},
66{"body_wrist", "around your wrists", "around a human's wrist"}, 62 {"body_wrist", "around your wrists", "around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"}, 63 {"body_waist", "around your waist", "around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 64/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 65};
71 66
72static char numbers[21][20] = { 67static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 69 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 70 "eighteen", "nineteen", "twenty"
76}; 71};
77 72
78static char numbers_10[10][20] = { 73static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 74 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 75 "eighty", "ninety"
81}; 76};
82 77
83static char levelnumbers[21][20] = { 78static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 79 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 80 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 81 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 82 "nineteen", "twentieth"
88}; 83};
89 84
90static char levelnumbers_10[11][20] = { 85static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 86 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 87 "seventieth", "eightieth", "ninetieth"
93}; 88};
94 89
95/* The following is a large table of item types, the fields are: 90/* 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 91 * 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 92 * 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 93 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 94 * define.h
100 */ 95 */
101static const typedata item_types[] = { 96static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 97 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 98 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 99 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 110 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 111 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 112 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 113 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 114 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 115 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 116 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 117 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 118 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 119 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 120 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 121 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 122 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 123 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 124 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 125 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 126 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 127 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 128 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 139 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 140 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 141 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 142 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 143 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 144 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 145 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 146 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 147 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 148 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 149 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 150 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 151 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 152 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 153 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 154 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 155 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 156 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 157 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {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}, 164 {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}, 165 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 173 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 175 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 176 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 178 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 183 {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}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 189 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 190 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 191 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 192 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 193 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 194 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 195 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 196 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 197 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 198 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 199 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 200 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 201 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 202 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 203 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 204 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 205 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 206 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 207};
223 208
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 209const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 210
226materialtype_t *materialt; 211materialtype_t *materialt;
227 212
228/* 213/*
229materialtype material[NROFMATERIALS] = { 214materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 241 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 242 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 243 * custom objects can use whatever they want.
259 */ 244 */
260static int enc_to_item_power[21] = { 245static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 246 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 247 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 248 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 249 30, 35, 40, 45, 50 /* 20 */
265}; 250};
266 251
252int
267int get_power_from_ench(int ench) 253get_power_from_ench (int ench)
268{ 254{
269 if (ench < 0) ench = 0; 255 if (ench < 0) ench = 0;
270 if (ench > 20) ench = 20; 256 if (ench > 20) ench = 20;
257
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
343} 346}
344 347
345/* returns the typedata that has a number equal to itemtype, if there 348/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 349 * isn't one, returns NULL */
347 350const typedata *
348const typedata *get_typedata(int itemtype) { 351get_typedata (int itemtype)
352{
349 int i; 353 int i;
354
350 for (i=0;i<item_types_size;i++) 355 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 356 if (item_types[i].number == itemtype)
357 return &item_types[i];
352 return NULL; 358 return NULL;
353} 359}
354 360
355/* returns the typedata that has a name equal to itemtype, if there 361/* 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 362 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 363 * one return NULL */
358 364const typedata *
359const typedata *get_typedata_by_name(const char *name) { 365get_typedata_by_name (const char *name)
366{
360 int i; 367 int i;
368
361 for (i=0;i<item_types_size;i++) 369 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 370 if (!strcmp (item_types[i].name, name))
371 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 372 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 373 if (!strcmp (item_types[i].name_pl, name))
374 {
365 LOG(llevInfo, 375 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 376 "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]; 377 return &item_types[i];
369 } 378 }
370 return NULL; 379 return NULL;
371} 380}
381
372/* describe_resistance generates the visible naming for resistances. 382/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 383 * returns a static array of the description. This can return
374 * a big buffer. 384 * a big buffer.
375 * if newline is true, we don't put parens around the description 385 * 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 386 * but do put a newline at the end. Useful when dumping to files
377 */ 387 */
388const char *
378char *describe_resistance(const object *op, int newline) 389describe_resistance (const object *op, int newline)
379{ 390{
380 static char buf[VERY_BIG_BUF]; 391 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 392 char buf1[VERY_BIG_BUF];
382 int tmpvar; 393 int tmpvar;
383 394
384 buf[0]=0; 395 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 396 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
397 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 398 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
399 {
387 if (!newline) 400 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 401 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 402 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 403 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 404
392 strcat(buf, buf1); 405 strcat (buf, buf1);
393 } 406 }
394 } 407 }
395 return buf; 408 return buf;
396} 409}
397 410
398 411
399/* 412/*
400 * query_weight(object) returns a character pointer to a static buffer 413 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 414 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 415 * The buffer will be overwritten by the next call to query_weight().
403 */ 416 */
404 417const char *
405char *query_weight(const object *op) { 418query_weight (const object *op)
419{
406 static char buf[10]; 420 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 421 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 422
409 if(op->weight<0) 423 if (op->weight < 0)
410 return " "; 424 return " ";
425
411 if(i%1000) 426 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 427 sprintf (buf, "%6.1f", i / 1000.0);
413 else 428 else
414 sprintf(buf,"%4d ",i/1000); 429 sprintf (buf, "%4d ", i / 1000);
430
415 return buf; 431 return buf;
416} 432}
417 433
418/* 434/*
419 * Returns the pointer to a static buffer containing 435 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 436 * the number requested (of the form first, second, third...)
421 */ 437 */
422 438const char *
423char *get_levelnumber(int i) { 439get_levelnumber (int i)
440{
424 static char buf[MAX_BUF]; 441 static char buf[MAX_BUF];
442
425 if (i > 99) { 443 if (i > 99)
444 {
426 sprintf(buf, "%d.", i); 445 sprintf (buf, "%d.", i);
427 return buf; 446 return buf;
428 } 447 }
448
429 if(i < 21) 449 if (i < 21)
430 return levelnumbers[i]; 450 return levelnumbers[i];
431 if(!(i%10)) 451 if (!(i % 10))
432 return levelnumbers_10[i/10]; 452 return levelnumbers_10[i / 10];
453
433 strcpy(buf, numbers_10[i/10]); 454 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 455 strcat (buf, levelnumbers[i % 10]);
435 return buf; 456 return buf;
436} 457}
437
438 458
439/* 459/*
440 * get_number(integer) returns the text-representation of the given number 460 * get_number(integer) returns the text-representation of the given number
441 * in a static buffer. The buffer might be overwritten at the next 461 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 462 * call to get_number().
443 * It is currently only used by the query_name() function. 463 * It is currently only used by the query_name() function.
444 */ 464 */
445 465const char *
446char *get_number(int i) { 466get_number (int i)
467{
447 if(i<=20) 468 if (i <= 20)
448 return numbers[i]; 469 return numbers[i];
449 else { 470 else
471 {
450 static char buf[MAX_BUF]; 472 static char buf[MAX_BUF];
473
451 sprintf(buf,"%d",i); 474 sprintf (buf, "%d", i);
452 return buf; 475 return buf;
453 } 476 }
454} 477}
455 478
456/* 479/*
457 * Returns pointer to static buffer containing ring's or amulet's 480 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 481 * abilities
460 * if describle_item() would be called to get this information and 483 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 484 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 485 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 486 * client handle names.
464 */ 487 */
488
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 489/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 490 * from stats.sp - b.t.
467 */ 491 */
492const char *
468char *ring_desc (const object *op) 493ring_desc (const object *op)
469{ 494{
470 static char buf[VERY_BIG_BUF]; 495 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 496 int attr, val, len;
472 497
473 buf[0] = 0; 498 buf[0] = 0;
474 499
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 500 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
476 return buf;
477
478 for (attr=0; attr<NUM_STATS; attr++) {
479 if ((val=get_attr_value(&(op->stats),attr))!=0) {
480 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
481 }
482 }
483 if(op->stats.exp)
484 sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
485 if(op->stats.wc)
486 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 if(op->stats.dam)
488 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 if(op->stats.ac)
490 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491
492 strcat(buf,describe_resistance(op, 0));
493
494 if (op->stats.food != 0)
495 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
496 /* else if (op->stats.food < 0)
497 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
498 if(op->stats.grace)
499 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 if(op->stats.sp && op->type!=SKILL)
501 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 if(op->stats.hp)
503 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 if(op->stats.luck)
505 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 strcat(buf,"(lifesaving)");
508 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 strcat(buf,"(reflect spells)");
510 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 strcat(buf,"(reflect missiles)");
512 if(QUERY_FLAG(op,FLAG_STEALTH))
513 strcat(buf,"(stealth)");
514 /* Shorten some of the names, so they appear better in the windows */
515 len=strlen(buf);
516 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519
520 /* if(op->item_power)
521 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
522 */
523 if(buf[0] == 0 && op->type!=SKILL)
524 strcpy(buf,"of adornment");
525
526
527 return buf; 501 return buf;
502
503 for (attr = 0; attr < NUM_STATS; attr++)
504 {
505 if ((val = get_attr_value (&(op->stats), attr)) != 0)
506 {
507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
508 }
509 }
510
511 if (op->stats.exp)
512 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
513 if (op->stats.wc)
514 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
515 if (op->stats.dam)
516 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
517 if (op->stats.ac)
518 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
519
520 strcat (buf, describe_resistance (op, 0));
521
522 if (op->stats.food != 0)
523 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
524 /* else if (op->stats.food < 0)
525 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
526 if (op->stats.grace)
527 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
528 if (op->stats.sp && op->type != SKILL)
529 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
530 if (op->stats.hp)
531 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
532 if (op->stats.luck)
533 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
534 if (QUERY_FLAG (op, FLAG_LIFESAVE))
535 strcat (buf, "(lifesaving)");
536 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
537 strcat (buf, "(reflect spells)");
538 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
539 strcat (buf, "(reflect missiles)");
540 if (QUERY_FLAG (op, FLAG_STEALTH))
541 strcat (buf, "(stealth)");
542
543 /* Shorten some of the names, so they appear better in the windows */
544 len = strlen (buf);
545 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
546 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
547 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548
549 /* if(op->item_power)
550 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
551 */
552 if (buf[0] == 0 && op->type != SKILL)
553 strcpy (buf, "of adornment");
554
555
556 return buf;
528} 557}
529 558
530/* 559/*
531 * query_short_name(object) is similar to query_name, but doesn't 560 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 561 * contain any information about object status (worn/cursed/etc.)
533 */ 562 */
563const char *
534const char *query_short_name(const object *op) 564query_short_name (const object *op)
535{ 565{
536 static char buf[HUGE_BUF]; 566 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 567 char buf2[HUGE_BUF];
538 int len=0; 568 int len = 0;
539 569
540 if(op->name == NULL) 570 if (op->name == NULL)
541 return "(null)"; 571 return "(null)";
572
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 573 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 574 return op->name; /* To speed things up (or make things slower?) */
544 575
545 if (op->nrof <= 1) 576 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 577 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 578 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 579 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 580
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 581 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
582 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 583 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 584 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 585 }
554 586
555 switch(op->type) { 587 switch (op->type)
588 {
556 case SPELLBOOK: 589 case SPELLBOOK:
557 case SCROLL: 590 case SCROLL:
558 case WAND: 591 case WAND:
559 case ROD: 592 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 593 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
594 {
561 if(!op->title) { 595 if (!op->title)
596 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 597 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 598 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 599 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 600 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 601 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 602 }
568 if(op->type != SPELLBOOK) { 603 if (op->type != SPELLBOOK)
604 {
569 sprintf(buf2, " (lvl %d)", op->level); 605 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 606 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 607 }
572 } 608 }
573 break; 609 break;
574 610
575 case SKILL: 611 case SKILL:
576 case AMULET: 612 case AMULET:
577 case RING: 613 case RING:
578 if (!op->title) { 614 if (!op->title)
615 {
579 /* If ring has a title, full description isn't so useful */ 616 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 617 const char *s = ring_desc (op);
618
581 if (s[0]) { 619 if (s[0])
620 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 621 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 622 safe_strcat (buf, s, &len, HUGE_BUF);
623 }
584 } 624 }
585 }
586 break; 625 break;
587 default: 626 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 627 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))) { 628 {
590 sprintf(buf2, " %+d", op->magic); 629 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 630 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 631 }
593 } 632 }
594 return buf; 633 return buf;
595} 634}
596 635
597/* 636/*
598 * query_name(object) returns a character pointer pointing to a static 637 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 638 * 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 642 * 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 643 * 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.) 644 * use several names much easier (don't need to store them to temp variables.)
606 * 645 *
607 */ 646 */
647const char *
608char *query_name(const object *op) { 648query_name (const object *op)
649{
609 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
610 static int use_buf=0; 651 static int use_buf = 0;
611 int len=0; 652 int len = 0;
653
612#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 655 materialtype_t *mt;
614#endif 656#endif
615 657
616 use_buf++; 658 use_buf++;
617 use_buf %=5; 659 use_buf %= 5;
618 660
619#ifdef NEW_MATERIAL_CODE 661#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 662 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
663 {
621 mt = name_to_material(op->materialname); 664 mt = name_to_material (op->materialname);
622 if (mt) { 665 if (mt)
666 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 668 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 669 }
626 } 670 }
627#endif 671#endif
628 672
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 673 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 674
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 675 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 676 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 677 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); 678 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 679
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 680 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
681 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 686 }
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], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &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], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &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:
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 }
742
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 745
699 return buf[use_buf]; 746 return buf [use_buf];
700} 747}
701 748
702/* 749/*
703 * query_base_name(object) returns a character pointer pointing to a static 750 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 751 * 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 753 * 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 754 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 755 * and sending to client.
709 * If plural is set, we generate the plural name of this. 756 * If plural is set, we generate the plural name of this.
710 */ 757 */
758const char *
711const char *query_base_name(const object *op, int plural) { 759query_base_name (const object *op, int plural)
760{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 761 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 762 int len;
714 materialtype_t *mt; 763 materialtype_t *mt;
715 764
716 if((!plural && !op->name) || (plural && !op->name_pl)) 765 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 766 return "(null)";
718 767
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 768 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 769 return op->name; /* To speed things up (or make things slower?) */
721 770
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 772 mt = name_to_material (op->materialname);
724 773
725#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 777 {
729 strcpy(buf, mt->description); 778 strcpy (buf, mt->description);
730 len=strlen(buf); 779 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 781 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 782 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 783 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 785 }
786 else
787 {
737#endif 788#endif
738 if (!plural) 789 if (!plural)
739 strcpy(buf, op->name); 790 assign (buf, op->name);
740 else 791 else
741 strcpy(buf, op->name_pl); 792 assign (buf, op->name_pl);
793
742 len=strlen(buf); 794 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
744 } 796 }
745#endif 797#endif
746 798
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 801 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 803 }
751 804
752 switch(op->type) { 805 switch (op->type)
806 {
753 case SPELLBOOK: 807 case SPELLBOOK:
754 case SCROLL: 808 case SCROLL:
755 case WAND: 809 case WAND:
756 case ROD: 810 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 {
758 if(!op->title) { 813 if (!op->title)
814 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 816 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 818 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 820 }
765 if(op->type != SPELLBOOK) { 821 if (op->type != SPELLBOOK)
822 {
766 sprintf(buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 825 }
769 } 826 }
770 break; 827 break;
771 828
772 829
773 case SKILL: 830 case SKILL:
774 case AMULET: 831 case AMULET:
775 case RING: 832 case RING:
776 if (!op->title) { 833 if (!op->title)
834 {
777 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 836 const char *s = ring_desc (op);
837
779 if (s[0]) { 838 if (s[0])
839 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
782 } 842 }
783 } 843 }
784 break; 844 break;
785 default: 845 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 846 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))) { 847 {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
789 } 849 }
790 } 850 }
851
791 return buf; 852 return buf;
792} 853}
793 854
794/* Break this off from describe_item - that function was way 855/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 856 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 857 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 858 * be called with monster & player objects. Returns a description
798 * in a static buffer. 859 * in a static buffer.
799 */ 860 */
800 861static char *
801static char *describe_monster(const object *op) { 862describe_monster (const object *op)
863{
802 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 865 static char retbuf[VERY_BIG_BUF];
804 int i; 866 int i;
805 867
806 retbuf[0]='\0'; 868 retbuf[0] = '\0';
807 869
808 /* Note that the resolution this provides for players really isn't 870 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 871 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 872 * fall into the 'lightning fast movement' category.
811 */ 873 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 874 if (op->has_active_speed ())
875 {
813 switch((int)((FABS(op->speed))*15)) { 876 switch ((int) ((FABS (op->speed)) * 15))
877 {
814 case 0: 878 case 0:
815 strcat(retbuf,"(very slow movement)"); 879 strcat (retbuf, "(very slow movement)");
816 break; 880 break;
817 case 1: 881 case 1:
818 strcat(retbuf,"(slow movement)"); 882 strcat (retbuf, "(slow movement)");
819 break; 883 break;
820 case 2: 884 case 2:
821 strcat(retbuf,"(normal movement)"); 885 strcat (retbuf, "(normal movement)");
822 break; 886 break;
823 case 3: 887 case 3:
824 case 4: 888 case 4:
825 strcat(retbuf,"(fast movement)"); 889 strcat (retbuf, "(fast movement)");
826 break; 890 break;
827 case 5: 891 case 5:
828 case 6: 892 case 6:
829 strcat(retbuf,"(very fast movement)"); 893 strcat (retbuf, "(very fast movement)");
830 break; 894 break;
831 case 7: 895 case 7:
832 case 8: 896 case 8:
833 case 9: 897 case 9:
834 case 10: 898 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 899 strcat (retbuf, "(extremely fast movement)");
836 break; 900 break;
837 default: 901 default:
838 strcat(retbuf,"(lightning fast movement)"); 902 strcat (retbuf, "(lightning fast movement)");
839 break; 903 break;
840 } 904 }
841 } 905 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 906 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 907 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 908 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 909 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 910 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 911 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 912 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 913 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 914 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 915 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 916 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 917 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 918 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 919 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 920 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 921 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 922 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 923 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 924 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 925 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 926 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 927 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 928 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 929 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 930 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 931 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 932 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 933 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 934 if (op->randomitems != NULL)
935 {
871 treasure *t; 936 treasure *t;
872 int first = 1; 937 int first = 1;
938
873 for(t=op->randomitems->items; t != NULL; t=t->next) 939 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 940 if (t->item && t->item->clone.type == SPELL)
941 {
875 if(first) { 942 if (first)
943 {
876 first = 0; 944 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 945 strcat (retbuf, "(Spell abilities:)");
878 } 946 }
879 strcat(retbuf,"("); 947 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 948 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 949 strcat (retbuf, ")");
882 } 950 }
883 } 951 }
884 if (op->type == PLAYER) { 952 if (op->type == PLAYER)
953 {
885 if(op->contr->digestion) { 954 if (op->contr->digestion)
955 {
886 if(op->contr->digestion!=0) 956 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 957 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 958 strcat (retbuf, buf);
889 } 959 }
890 if(op->contr->gen_grace) { 960 if (op->contr->gen_grace)
961 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 962 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 963 strcat (retbuf, buf);
893 } 964 }
894 if(op->contr->gen_sp) { 965 if (op->contr->gen_sp)
966 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 967 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 968 strcat (retbuf, buf);
897 } 969 }
898 if(op->contr->gen_hp) { 970 if (op->contr->gen_hp)
971 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 972 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 973 strcat (retbuf, buf);
901 } 974 }
902 if(op->stats.luck) { 975 if (op->stats.luck)
976 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 977 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 978 strcat (retbuf, buf);
905 } 979 }
906 } 980 }
907 981
908 /* describe attacktypes */ 982 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 983 if (is_dragon_pl (op))
984 {
910 /* for dragon players display the attacktypes from clawing skill 985 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 986 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 987 * this makes it more readable.
913 */ 988 */
914 object *tmp; 989 object *tmp;
915 990
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; 992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
993 break;
918 994
919 if (tmp && tmp->attacktype!=0) { 995 if (tmp && tmp->attacktype != 0)
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
921 }
922 else { 997 else
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
927 } 999 }
1000 else
1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1002
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1006
931 for (i=0; i < NROFATTACKS; i++) { 1007 for (i = 0; i < NROFATTACKS; i++)
932 if (op->resist[i]) { 1008 if (op->resist[i])
1009 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1011 strcat (retbuf, buf);
935 } 1012 }
936 } 1013
937 return retbuf; 1014 return retbuf;
938} 1015}
939 1016
940 1017
941/* 1018/*
942 * Returns a pointer to a static buffer which contains a 1019 * Returns a pointer to a static buffer which contains a
962 * 1039 *
963 * Add 'owner' who is the person examining this object. 1040 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1041 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1042 * item (eg, debug dump or the like)
966 */ 1043 */
967 1044const char *
968char *describe_item(const object *op, object *owner) { 1045describe_item (const object *op, object *owner)
1046{
969 char buf[MAX_BUF]; 1047 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1048 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1049 int identified, i;
972 1050
973 retbuf[0]='\0'; 1051 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1052 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1053 {
975 return describe_monster(op); 1054 return describe_monster (op);
976 } 1055 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1056 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1057 * also makes the code easier to read.
979 */ 1058 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1059 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1060 identified = 1;
981 else { 1061 else
1062 {
982 strcpy(retbuf,"(unidentified)"); 1063 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1064 identified = 0;
984 } 1065 }
985 switch(op->type) { 1066 switch (op->type)
1067 {
986 case BOW: 1068 case BOW:
987 case ARROW: 1069 case ARROW:
988 case WAND: 1070 case WAND:
989 case ROD: 1071 case ROD:
990 case HORN: 1072 case HORN:
996 case GLOVES: 1078 case GLOVES:
997 case GIRDLE: 1079 case GIRDLE:
998 case BRACERS: 1080 case BRACERS:
999 case CLOAK: 1081 case CLOAK:
1000 case SKILL_TOOL: 1082 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1083 break; /* We have more information to do below this switch */
1002 1084
1003 case POWER_CRYSTAL: 1085 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1086 if (op->stats.maxsp > 1000)
1087 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1088 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1089 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1090 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1091 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1092 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1093 }
1010 }else 1094 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1095 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1096 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1098 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1099 strcat (retbuf, "empty.");
1016 else if (i==0) 1100 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1101 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1102 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1103 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1104 else if (i < 6)
1021 strcat(retbuf,"half full."); 1105 strcat (retbuf, "half full.");
1022 else if (i<9) 1106 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1107 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1108 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1109 strcat (retbuf, "fully charged.");
1026 else 1110 else
1027 strcat(retbuf,"almost full."); 1111 strcat (retbuf, "almost full.");
1028 break; 1112 break;
1029 case FOOD: 1113 case FOOD:
1030 case FLESH: 1114 case FLESH:
1031 case DRINK: 1115 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1116 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1117 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1118 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1119 strcat (retbuf, buf);
1035 1120
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1121 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1122 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1123 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1124 strcat (retbuf, buf);
1039 } 1125 }
1040 1126
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1127 if (!QUERY_FLAG (op, FLAG_CURSED))
1128 {
1042 if (op->stats.hp) 1129 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1130 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1131 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1132 strcat (retbuf, "(spellpoint regen)");
1046 } 1133 }
1047 else { 1134 else
1135 {
1048 if (op->stats.hp) 1136 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1137 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1138 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1139 strcat (retbuf, "(spellpoint depletion)");
1052 } 1140 }
1053 } 1141 }
1054 break; 1142 break;
1055 1143
1056 1144
1057 case SKILL: 1145 case SKILL:
1058 case RING: 1146 case RING:
1059 case AMULET: 1147 case AMULET:
1060 if(op->item_power) { 1148 if (op->item_power)
1149 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1150 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1151 strcat (retbuf, buf);
1063 } 1152 }
1064 if (op->title) 1153 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1154 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1155 return retbuf;
1067 1156
1068 default: 1157 default:
1069 return retbuf; 1158 return retbuf;
1070 } 1159 }
1071 1160
1072 /* Down here, we more further describe equipment type items. 1161 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1162 * only describe them if they have been identified or the like.
1074 */ 1163 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1164 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1165 {
1076 int attr,val; 1166 int attr, val;
1077 1167
1078 for (attr=0; attr<NUM_STATS; attr++) { 1168 for (attr = 0; attr < NUM_STATS; attr++)
1169 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1170 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1171 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1173 strcat (retbuf, buf);
1082 } 1174 }
1083 } 1175 }
1084 1176
1085 if(op->stats.exp) { 1177 if (op->stats.exp)
1178 {
1086 sprintf(buf,"(speed %+lld)",op->stats.exp); 1179 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1180 strcat (retbuf, buf);
1088 } 1181 }
1089 1182
1090 1183
1091 switch(op->type) { 1184 switch (op->type)
1185 {
1092 case BOW: 1186 case BOW:
1093 case ARROW: 1187 case ARROW:
1094 case GIRDLE: 1188 case GIRDLE:
1095 case HELMET: 1189 case HELMET:
1096 case SHIELD: 1190 case SHIELD:
1102 case AMULET: 1196 case AMULET:
1103 case ARMOUR: 1197 case ARMOUR:
1104 case BRACERS: 1198 case BRACERS:
1105 case FORCE: 1199 case FORCE:
1106 case CLOAK: 1200 case CLOAK:
1107 if(op->stats.wc) { 1201 if (op->stats.wc)
1202 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1203 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1204 strcat (retbuf, buf);
1110 } 1205 }
1111 if(op->stats.dam) { 1206 if (op->stats.dam)
1207 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1208 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1209 strcat (retbuf, buf);
1114 } 1210 }
1115 if(op->stats.ac) { 1211 if (op->stats.ac)
1212 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1213 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1214 strcat (retbuf, buf);
1118 } 1215 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1216 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1217 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1218 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1219 strcat (retbuf, buf);
1122 } 1220 }
1123 break; 1221 break;
1124 1222
1125 default: 1223 default:
1126 break; 1224 break;
1127 } 1225 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1226 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1227 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1228 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1229 strcat (retbuf, "(infravision)");
1132 1230
1133 /* levitate was what is was before, so we'll keep it */ 1231 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1232 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1233 strcat (retbuf, "(levitate)");
1136 1234
1137 if (op->move_type & MOVE_FLY_HIGH) 1235 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1236 strcat (retbuf, "(fly)");
1139 1237
1140 if (op->move_type & MOVE_SWIM) 1238 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1239 strcat (retbuf, "(swim)");
1142 1240
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1241 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1242
1145 if(op->item_power) { 1243 if (op->item_power)
1244 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1245 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1246 strcat (retbuf, buf);
1148 } 1247 }
1149 } /* End if identified or applied */ 1248 } /* End if identified or applied */
1150 1249
1151 /* This blocks only deals with fully identified object. 1250 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1251 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1252 * in this way, information is added.
1154 */ 1253 */
1155 if(identified) { 1254 if (identified)
1255 {
1156 int more_info = 0; 1256 int more_info = 0;
1157 1257
1158 switch(op->type) { 1258 switch (op->type)
1259 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1260 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1261 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1262 case BOW:
1162 case ARROW: 1263 case ARROW:
1163 case WAND: 1264 case WAND:
1164 case FOOD: 1265 case FOOD:
1165 case FLESH: 1266 case FLESH:
1166 case DRINK: 1267 case DRINK:
1167 more_info = 0; 1268 more_info = 0;
1168 break; 1269 break;
1169 1270
1170 /* Armor type objects */ 1271 /* Armor type objects */
1171 case ARMOUR: 1272 case ARMOUR:
1172 case HELMET: 1273 case HELMET:
1173 case SHIELD: 1274 case SHIELD:
1174 case BOOTS: 1275 case BOOTS:
1175 case GLOVES: 1276 case GLOVES:
1176 case GIRDLE: 1277 case GIRDLE:
1177 case BRACERS: 1278 case BRACERS:
1178 case CLOAK: 1279 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1280 if (ARMOUR_SPEED (op))
1281 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1282 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1283 strcat (retbuf, buf);
1182 } 1284 }
1183 if (ARMOUR_SPELLS(op)) { 1285 if (ARMOUR_SPELLS (op))
1286 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1287 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1288 strcat (retbuf, buf);
1186 } 1289 }
1187 more_info=1; 1290 more_info = 1;
1188 break; 1291 break;
1189 1292
1190 case WEAPON: 1293 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1294 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1295 * make sense.
1193 */ 1296 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1297 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1298 if (i < 0)
1299 i = 0;
1196 1300
1197 sprintf(buf,"(weapon speed %d)", i); 1301 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1302 strcat (retbuf, buf);
1199 more_info=1; 1303 more_info = 1;
1200 break; 1304 break;
1201 1305
1202 } 1306 }
1203 if (more_info) { 1307 if (more_info)
1308 {
1204 if(op->stats.food) { 1309 if (op->stats.food)
1310 {
1205 if(op->stats.food!=0) 1311 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1312 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1313 strcat (retbuf, buf);
1208 } 1314 }
1209 if(op->stats.grace) { 1315 if (op->stats.grace)
1316 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1317 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1318 strcat (retbuf, buf);
1212 } 1319 }
1213 if(op->stats.sp) { 1320 if (op->stats.sp)
1321 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1322 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1323 strcat (retbuf, buf);
1216 } 1324 }
1217 if(op->stats.hp) { 1325 if (op->stats.hp)
1326 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1327 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1328 strcat (retbuf, buf);
1220 } 1329 }
1221 } 1330 }
1222 1331
1223 if(op->stats.luck) { 1332 if (op->stats.luck)
1333 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1334 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1335 strcat (retbuf, buf);
1226 } 1336 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1337 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1338 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1339 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1340 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1341 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1342 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1343 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1344 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1345 if (op->slaying != NULL && op->type != FOOD)
1346 {
1236 sprintf(buf,"(slay %s)",op->slaying); 1347 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1348 strcat (retbuf, buf);
1238 } 1349 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1350 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1351 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1352 * non flesh, everyone can see its resistances
1242 */ 1353 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1354 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1355 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1356 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1357 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1358 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1359 }
1249 1360
1250 return retbuf; 1361 return retbuf;
1362}
1363
1364std::string
1365object::describe_item (object *who)
1366{
1367 return std::string (::describe_item (this, who));
1251} 1368}
1252 1369
1253/* Return true if the item is magical. A magical item is one that 1370/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1371 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1372 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1373 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1374 * should be marked as magical.
1258 */ 1375 */
1259 1376
1377int
1260int is_magical(const object *op) { 1378is_magical (const object *op)
1379{
1261 int i; 1380 int i;
1262 1381
1263 /* living creatures are considered non magical */ 1382 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1383 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; 1384 return 0;
1385
1386 /* This is a test for it being an artifact, as artifacts have titles */
1387 if (op->title != NULL)
1388 return 1;
1389
1390 /* Handle rings and amulets specially. If they change any of these
1391 * values, it means they are magical.
1392 */
1393 if ((op->type == AMULET || op->type == RING) &&
1394 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1395 return 1;
1396
1397 /* Check for stealty, speed, flying, or just plain magic in the boots */
1398 /* Presume any boots that hvae a move_type are special. */
1399 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1400 return 1;
1401
1402 /* Take care of amulet/shield that reflects spells/missiles */
1403 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1404 return 1;
1405
1406 /* Take care of helmet of xrays */
1407 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1408 return 1;
1409
1410 /* Potions & rods are always magical. Wands/staves are also magical,
1411 * assuming they still have any charges left.
1412 */
1413 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1414 return 1;
1415
1416 /* if something gives a protection, either positive or negative, its magical */
1417 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1418 * so this always works out fine.
1419 */
1420 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1421 if (op->resist[i])
1422 return 1;
1423
1424 /* Physical protection is expected on some item types, so they should
1425 * not be considered magical.
1426 */
1427 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1428 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1429 return 1;
1430
1431 /* power crystal, spellbooks, and scrolls are always magical. */
1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433 return 1;
1434
1435 /* Check to see if it increases/decreases any stats */
1436 for (i = 0; i < NUM_STATS; i++)
1437 if (get_attr_value (&(op->stats), i) != 0)
1438 return 1;
1439
1440 /* If it doesn't fall into any of the above categories, must
1441 * be non magical.
1442 */
1443 return 0;
1324} 1444}
1325 1445
1326/* need_identify returns true if the item should be identified. This 1446/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1447 * function really should not exist - by default, any item not identified
1328 * should need it. 1448 * should need it.
1329 */ 1449 */
1330 1450
1451int
1331int need_identify(const object *op) { 1452need_identify (const object *op)
1453{
1332 switch(op->type) { 1454 switch (op->type)
1455 {
1333 case RING: 1456 case RING:
1334 case WAND: 1457 case WAND:
1335 case ROD: 1458 case ROD:
1336 case HORN: 1459 case HORN:
1337 case SCROLL: 1460 case SCROLL:
1360 case GEM: 1483 case GEM:
1361 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1362 case POISON: 1485 case POISON:
1363 case BOOK: 1486 case BOOK:
1364 case SKILL_TOOL: 1487 case SKILL_TOOL:
1365 return 1; 1488 return 1;
1366 } 1489 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1490 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1491 * archetype file can be updated, and this function removed.
1369 */ 1492 */
1370#if 0 1493#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1494 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1495#endif
1373 return 0; 1496 return 0;
1374} 1497}
1375
1376 1498
1377/* 1499/*
1378 * Supposed to fix face-values as well here, but later. 1500 * Supposed to fix face-values as well here, but later.
1379 */ 1501 */
1380 1502void
1381void identify(object *op) { 1503identify (object *op)
1504{
1382 object *pl; 1505 object *pl;
1383 1506
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1507 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1508 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1509 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1510
1388 /* 1511 /*
1389 * We want autojoining of equal objects: 1512 * We want autojoining of equal objects:
1390 */ 1513 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1514 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1515 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1516
1394 if (op->type == POTION) { 1517 if (op->type == POTION)
1518 {
1395 if (op->inv && op->randomitems) { 1519 if (op->inv && op->randomitems)
1396 if (op->title) free_string(op->title);
1397 op->title = add_refcount(op->inv->name); 1520 op->title = op->inv->name;
1398 } else if (op->arch) { 1521 else if (op->arch)
1399 free_string(op->name);
1400 op->name = add_refcount(op->arch->clone.name);
1401 free_string(op->name_pl);
1402 op->name_pl = add_refcount(op->arch->clone.name_pl);
1403 } 1522 {
1523 op->name = op->arch->clone.name;
1524 op->name_pl = op->arch->clone.name_pl;
1525 }
1404 } 1526 }
1405 1527
1406 /* If the object is on a map, make sure we update its face */ 1528 /* If the object is on a map, make sure we update its face */
1407 if (op->map) 1529 if (op->map)
1408 update_object(op,UP_OBJ_FACE); 1530 update_object (op, UP_OBJ_CHANGE);
1409 else { 1531 else
1410 pl = is_player_inv(op->env); 1532 {
1533 pl = op->in_player ();
1411 if (pl) 1534 if (pl)
1412 /* A lot of the values can change from an update - might as well send 1535 /* A lot of the values can change from an update - might as well send
1413 * it all. 1536 * it all.
1414 */ 1537 */
1415 esrv_send_item(pl, op); 1538 esrv_send_item (pl, op);
1416 } 1539 }
1417} 1540}
1541

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