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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 1.14 by elmex, Wed Dec 20 14:11:42 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}, 166 {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}, 168 {BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 170 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 171 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 172 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 173 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 174 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 176 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 177 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 179 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 181 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 183 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 184 {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}, 185 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 186 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 187 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 188 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 189 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 190 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 191 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 192 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 193 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 194 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 195 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 196 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 197 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 198 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 199 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 200 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 201 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 202 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 203 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 204 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 205 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 206 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 207 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 208};
223 209
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 210const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 211
226materialtype_t *materialt; 212materialtype_t *materialt;
227 213
228/* 214/*
229materialtype material[NROFMATERIALS] = { 215materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 242 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 243 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 244 * custom objects can use whatever they want.
259 */ 245 */
260static int enc_to_item_power[21] = { 246static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 247 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 248 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 249 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 250 30, 35, 40, 45, 50 /* 20 */
265}; 251};
266 252
253int
267int get_power_from_ench(int ench) 254get_power_from_ench (int ench)
268{ 255{
269 if (ench < 0) ench = 0; 256 if (ench < 0)
270 if (ench > 20) ench = 20; 257 ench = 0;
258 if (ench > 20)
259 ench = 20;
271 return enc_to_item_power[ench]; 260 return enc_to_item_power[ench];
272} 261}
273 262
274/* This takes an object 'op' and figures out what its item_power 263/* 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 264 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns 265 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 266 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 267 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 268 * the power. This is used in the treasure code.
280 */ 269 */
270int
281int calc_item_power(const object *op, int flag) 271calc_item_power (const object *op, int flag)
282{ 272{
283 int i, tmp, enc; 273 int i, tmp, enc;
284 274
285 enc = 0; 275 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 276 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 277 enc += get_attr_value (&op->stats, i);
288 278
289 /* This protection logic is pretty flawed. 20% fire resistance 279 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 280 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 281 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 282 * armour shouldn't be counted against
293 */ 283 */
294 tmp = 0; 284 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 285 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 286 tmp += op->resist[i];
297 287
298 /* Add/substract 10 so that the rounding works out right */ 288 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 289 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 290 enc += (tmp + 10) / 20;
291 else if (tmp < 0)
292 enc += (tmp - 10) / 20;
301 293
302 enc += op->magic; 294 enc += op->magic;
303 295
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 296 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 297 * physical doesn't count against total.
306 */ 298 */
307 if (op->type == WEAPON) { 299 if (op->type == WEAPON)
300 {
308 for (i=1; i<NROFATTACKS; i++) 301 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 302 if (op->attacktype & (1 << i))
303 enc++;
304 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 305 enc += 2; /* What it slays is probably more relevent */
311 } 306 }
312 /* Items the player can equip */ 307 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 309 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 310 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 312 {
318 enc += op->stats.food; /* sustenance */ 313 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 314 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 315 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 316 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 317 enc += op->stats.exp; /* speed bonus */
323 } 318 }
324 enc += op->stats.luck; 319 enc += op->stats.luck;
325 320
326 /* Do spell paths now */ 321 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 322 for (i = 1; i < NRSPELLPATHS; i++)
323 {
328 if (op->path_attuned& (1 << i)) enc++; 324 if (op->path_attuned & (1 << i))
325 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 326 else if (op->path_denied & (1 << i))
327 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 328 else if (op->path_repelled & (1 << i))
329 enc--;
331 } 330 }
332 331
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 332 if (QUERY_FLAG (op, FLAG_LIFESAVE))
333 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 334 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
335 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
337 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 338 if (QUERY_FLAG (op, FLAG_STEALTH))
339 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
340 346
341 return get_power_from_ench(enc); 347 return get_power_from_ench (enc);
342 348
343} 349}
344 350
345/* returns the typedata that has a number equal to itemtype, if there 351/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 352 * isn't one, returns NULL */
347 353
348const typedata *get_typedata(int itemtype) { 354const typedata *
355get_typedata (int itemtype)
356{
349 int i; 357 int i;
358
350 for (i=0;i<item_types_size;i++) 359 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 360 if (item_types[i].number == itemtype)
361 return &item_types[i];
352 return NULL; 362 return NULL;
353} 363}
354 364
355/* returns the typedata that has a name equal to itemtype, if there 365/* 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 366 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 367 * one return NULL */
358 368
369const typedata *
359const typedata *get_typedata_by_name(const char *name) { 370get_typedata_by_name (const char *name)
371{
360 int i; 372 int i;
373
361 for (i=0;i<item_types_size;i++) 374 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 375 if (!strcmp (item_types[i].name, name))
376 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 377 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 378 if (!strcmp (item_types[i].name_pl, name))
379 {
365 LOG(llevInfo, 380 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 381 "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]; 382 return &item_types[i];
369 } 383 }
370 return NULL; 384 return NULL;
371} 385}
386
372/* describe_resistance generates the visible naming for resistances. 387/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 388 * returns a static array of the description. This can return
374 * a big buffer. 389 * a big buffer.
375 * if newline is true, we don't put parens around the description 390 * 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 391 * but do put a newline at the end. Useful when dumping to files
377 */ 392 */
393char *
378char *describe_resistance(const object *op, int newline) 394describe_resistance (const object *op, int newline)
379{ 395{
380 static char buf[VERY_BIG_BUF]; 396 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 397 char buf1[VERY_BIG_BUF];
382 int tmpvar; 398 int tmpvar;
383 399
384 buf[0]=0; 400 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 401 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
402 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 403 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
404 {
387 if (!newline) 405 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 406 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 407 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 408 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 409
392 strcat(buf, buf1); 410 strcat (buf, buf1);
393 } 411 }
394 } 412 }
395 return buf; 413 return buf;
396} 414}
397 415
398 416
399/* 417/*
400 * query_weight(object) returns a character pointer to a static buffer 418 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 419 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 420 * The buffer will be overwritten by the next call to query_weight().
403 */ 421 */
404 422
423char *
405char *query_weight(const object *op) { 424query_weight (const object *op)
425{
406 static char buf[10]; 426 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 427 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 428
409 if(op->weight<0) 429 if (op->weight < 0)
410 return " "; 430 return " ";
411 if(i%1000) 431 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 432 sprintf (buf, "%6.1f", i / 1000.0);
413 else 433 else
414 sprintf(buf,"%4d ",i/1000); 434 sprintf (buf, "%4d ", i / 1000);
415 return buf; 435 return buf;
416} 436}
417 437
418/* 438/*
419 * Returns the pointer to a static buffer containing 439 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 440 * the number requested (of the form first, second, third...)
421 */ 441 */
422 442
443char *
423char *get_levelnumber(int i) { 444get_levelnumber (int i)
445{
424 static char buf[MAX_BUF]; 446 static char buf[MAX_BUF];
447
425 if (i > 99) { 448 if (i > 99)
449 {
426 sprintf(buf, "%d.", i); 450 sprintf (buf, "%d.", i);
427 return buf; 451 return buf;
428 } 452 }
429 if(i < 21) 453 if (i < 21)
430 return levelnumbers[i]; 454 return levelnumbers[i];
431 if(!(i%10)) 455 if (!(i % 10))
432 return levelnumbers_10[i/10]; 456 return levelnumbers_10[i / 10];
433 strcpy(buf, numbers_10[i/10]); 457 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 458 strcat (buf, levelnumbers[i % 10]);
435 return buf; 459 return buf;
436} 460}
437 461
438 462
439/* 463/*
441 * in a static buffer. The buffer might be overwritten at the next 465 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 466 * call to get_number().
443 * It is currently only used by the query_name() function. 467 * It is currently only used by the query_name() function.
444 */ 468 */
445 469
470char *
446char *get_number(int i) { 471get_number (int i)
472{
447 if(i<=20) 473 if (i <= 20)
448 return numbers[i]; 474 return numbers[i];
449 else { 475 else
476 {
450 static char buf[MAX_BUF]; 477 static char buf[MAX_BUF];
478
451 sprintf(buf,"%d",i); 479 sprintf (buf, "%d", i);
452 return buf; 480 return buf;
453 } 481 }
454} 482}
455 483
456/* 484/*
457 * Returns pointer to static buffer containing ring's or amulet's 485 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 486 * abilities
460 * if describle_item() would be called to get this information and 488 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 489 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 490 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 491 * client handle names.
464 */ 492 */
493
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 494/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 495 * from stats.sp - b.t.
467 */ 496 */
497char *
468char *ring_desc (const object *op) 498ring_desc (const object *op)
469{ 499{
470 static char buf[VERY_BIG_BUF]; 500 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 501 int attr, val, len;
472 502
473 buf[0] = 0; 503 buf[0] = 0;
474 504
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 505 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; 506 return buf;
507
508 for (attr = 0; attr < NUM_STATS; attr++)
509 {
510 if ((val = get_attr_value (&(op->stats), attr)) != 0)
511 {
512 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
513 }
514 }
515 if (op->stats.exp)
516 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
517 if (op->stats.wc)
518 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
519 if (op->stats.dam)
520 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
521 if (op->stats.ac)
522 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
523
524 strcat (buf, describe_resistance (op, 0));
525
526 if (op->stats.food != 0)
527 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
528 /* else if (op->stats.food < 0)
529 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
530 if (op->stats.grace)
531 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
532 if (op->stats.sp && op->type != SKILL)
533 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
534 if (op->stats.hp)
535 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
536 if (op->stats.luck)
537 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
538 if (QUERY_FLAG (op, FLAG_LIFESAVE))
539 strcat (buf, "(lifesaving)");
540 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
541 strcat (buf, "(reflect spells)");
542 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
543 strcat (buf, "(reflect missiles)");
544 if (QUERY_FLAG (op, FLAG_STEALTH))
545 strcat (buf, "(stealth)");
546 /* Shorten some of the names, so they appear better in the windows */
547 len = strlen (buf);
548 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
550 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
551
552 /* if(op->item_power)
553 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
554 */
555 if (buf[0] == 0 && op->type != SKILL)
556 strcpy (buf, "of adornment");
557
558
559 return buf;
528} 560}
529 561
530/* 562/*
531 * query_short_name(object) is similar to query_name, but doesn't 563 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 564 * contain any information about object status (worn/cursed/etc.)
533 */ 565 */
566const char *
534const char *query_short_name(const object *op) 567query_short_name (const object *op)
535{ 568{
536 static char buf[HUGE_BUF]; 569 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 570 char buf2[HUGE_BUF];
538 int len=0; 571 int len = 0;
539 572
540 if(op->name == NULL) 573 if (op->name == NULL)
541 return "(null)"; 574 return "(null)";
575
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 576 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 577 return op->name; /* To speed things up (or make things slower?) */
544 578
545 if (op->nrof <= 1) 579 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 580 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 581 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 582 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 583
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 584 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
585 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 586 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 587 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 588 }
554 589
555 switch(op->type) { 590 switch (op->type)
591 {
556 case SPELLBOOK: 592 case SPELLBOOK:
557 case SCROLL: 593 case SCROLL:
558 case WAND: 594 case WAND:
559 case ROD: 595 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 596 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
597 {
561 if(!op->title) { 598 if (!op->title)
599 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 600 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 601 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 602 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 603 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", &op->name); 604 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 605 }
568 if(op->type != SPELLBOOK) { 606 if (op->type != SPELLBOOK)
607 {
569 sprintf(buf2, " (lvl %d)", op->level); 608 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 609 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 610 }
572 } 611 }
573 break; 612 break;
574 613
575 case SKILL: 614 case SKILL:
576 case AMULET: 615 case AMULET:
577 case RING: 616 case RING:
578 if (!op->title) { 617 if (!op->title)
618 {
579 /* If ring has a title, full description isn't so useful */ 619 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 620 char *s = ring_desc (op);
621
581 if (s[0]) { 622 if (s[0])
623 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 624 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 625 safe_strcat (buf, s, &len, HUGE_BUF);
626 }
584 } 627 }
585 }
586 break; 628 break;
587 default: 629 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 630 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))) { 631 {
590 sprintf(buf2, " %+d", op->magic); 632 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 633 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 634 }
593 } 635 }
594 return buf; 636 return buf;
595} 637}
596 638
597/* 639/*
598 * query_name(object) returns a character pointer pointing to a static 640 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 641 * 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 645 * 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 646 * 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.) 647 * use several names much easier (don't need to store them to temp variables.)
606 * 648 *
607 */ 649 */
650char *
608char *query_name(const object *op) { 651query_name (const object *op)
652{
609 static char buf[5][HUGE_BUF]; 653 static char buf[5][HUGE_BUF];
610 static int use_buf=0; 654 static int use_buf = 0;
611 int len=0; 655 int len = 0;
656
612#ifdef NEW_MATERIAL_CODE 657#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 658 materialtype_t *mt;
614#endif 659#endif
615 660
616 use_buf++; 661 use_buf++;
617 use_buf %=5; 662 use_buf %= 5;
618 663
619#ifdef NEW_MATERIAL_CODE 664#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 665 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
666 {
621 mt = name_to_material(op->materialname); 667 mt = name_to_material (op->materialname);
622 if (mt) { 668 if (mt)
669 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 670 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 671 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 672 }
626 } 673 }
627#endif 674#endif
628 675
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 676 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 677
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 678 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 679 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 680 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); 681 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 682
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 683 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
684 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 685 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 686 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 687 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 688 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 689 }
643 /* Basically, if the object is known magical (detect magic spell on it), 690 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 691 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 692 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 693 * KNOWN_MAGICAL if the item actually is magical.
647 * 694 *
648 * Changed in V 0.91.4 - still print that the object is magical even 695 * 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 696 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 697 * abilities, especially for artifact items.
651 */ 698 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 701
655#if 0 702#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 703 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 704 * be returned in the name.
658 */ 705 */
659 if(op->item_power) 706 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 708
663#endif 709#endif
664 710
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 711 if (QUERY_FLAG (op, FLAG_APPLIED))
712 {
666 switch(op->type) { 713 switch (op->type)
714 {
667 case BOW: 715 case BOW:
668 case WAND: 716 case WAND:
669 case ROD: 717 case ROD:
670 case HORN: 718 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
672 break; 720 break;
673 case WEAPON: 721 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 722 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
675 break; 723 break;
676 case ARMOUR: 724 case ARMOUR:
677 case HELMET: 725 case HELMET:
678 case SHIELD: 726 case SHIELD:
679 case RING: 727 case RING:
680 case BOOTS: 728 case BOOTS:
681 case GLOVES: 729 case GLOVES:
682 case AMULET: 730 case AMULET:
683 case GIRDLE: 731 case GIRDLE:
684 case BRACERS: 732 case BRACERS:
685 case CLOAK: 733 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 735 break;
688 case CONTAINER: 736 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 738 break;
691 case SKILL: 739 case SKILL:
692 default: 740 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 742 }
695 } 743 }
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 744 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 745 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 746
699 return buf[use_buf]; 747 return buf[use_buf];
700} 748}
701 749
702/* 750/*
703 * query_base_name(object) returns a character pointer pointing to a static 751 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 752 * 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 754 * 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 755 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 756 * and sending to client.
709 * If plural is set, we generate the plural name of this. 757 * If plural is set, we generate the plural name of this.
710 */ 758 */
759const char *
711const char *query_base_name(const object *op, int plural) { 760query_base_name (const object *op, int plural)
761{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 762 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 763 int len;
714 materialtype_t *mt; 764 materialtype_t *mt;
715 765
716 if((!plural && !op->name) || (plural && !op->name_pl)) 766 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 767 return "(null)";
718 768
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 769 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 770 return op->name; /* To speed things up (or make things slower?) */
721 771
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 772 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 773 mt = name_to_material (op->materialname);
724 774
725#ifdef NEW_MATERIAL_CODE 775#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 776 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 777 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 778 {
729 strcpy(buf, mt->description); 779 strcpy (buf, mt->description);
730 len=strlen(buf); 780 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 781 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 782 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 783 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 784 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 785 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 786 }
787 else
788 {
737#endif 789#endif
738 if (!plural) 790 if (!plural)
739 strcpy(buf, op->name); 791 strcpy (buf, op->name);
740 else 792 else
741 strcpy(buf, op->name_pl); 793 strcpy (buf, op->name_pl);
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 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);
842 }
782 } 843 }
783 }
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 }
791 return buf; 851 return buf;
792} 852}
793 853
794/* Break this off from describe_item - that function was way 854/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 855 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 856 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 857 * be called with monster & player objects. Returns a description
798 * in a static buffer. 858 * in a static buffer.
799 */ 859 */
800 860
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 (FABS (op->speed) > MIN_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;
990
991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
993 break;
994
995 if (tmp && tmp->attacktype != 0)
915 996 {
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"); 997 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
998 }
999 else
921 } 1000 {
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1001 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1002 }
1003 }
1004 else
927 } 1005 {
1006 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1007 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1008 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1009 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1010 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
931 for (i=0; i < NROFATTACKS; i++) { 1011 for (i = 0; i < NROFATTACKS; i++)
1012 {
932 if (op->resist[i]) { 1013 if (op->resist[i])
1014 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1015 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1016 strcat (retbuf, buf);
935 } 1017 }
936 } 1018 }
937 return retbuf; 1019 return retbuf;
938} 1020}
939 1021
940 1022
941/* 1023/*
942 * Returns a pointer to a static buffer which contains a 1024 * Returns a pointer to a static buffer which contains a
963 * Add 'owner' who is the person examining this object. 1045 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1046 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1047 * item (eg, debug dump or the like)
966 */ 1048 */
967 1049
1050char *
968char *describe_item(const object *op, object *owner) { 1051describe_item (const object *op, object *owner)
1052{
969 char buf[MAX_BUF]; 1053 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1054 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1055 int identified, i;
972 1056
973 retbuf[0]='\0'; 1057 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1058 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1059 {
975 return describe_monster(op); 1060 return describe_monster (op);
976 } 1061 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1062 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1063 * also makes the code easier to read.
979 */ 1064 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1065 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1066 identified = 1;
981 else { 1067 else
1068 {
982 strcpy(retbuf,"(unidentified)"); 1069 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1070 identified = 0;
984 } 1071 }
985 switch(op->type) { 1072 switch (op->type)
1073 {
986 case BOW: 1074 case BOW:
987 case ARROW: 1075 case ARROW:
988 case WAND: 1076 case WAND:
989 case ROD: 1077 case ROD:
990 case HORN: 1078 case HORN:
996 case GLOVES: 1084 case GLOVES:
997 case GIRDLE: 1085 case GIRDLE:
998 case BRACERS: 1086 case BRACERS:
999 case CLOAK: 1087 case CLOAK:
1000 case SKILL_TOOL: 1088 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1089 break; /* We have more information to do below this switch */
1002 1090
1003 case POWER_CRYSTAL: 1091 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1092 if (op->stats.maxsp > 1000)
1093 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1094 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1095 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1096 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1097 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1098 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1099 }
1010 }else 1100 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1101 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1102 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1103 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1104 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1105 strcat (retbuf, "empty.");
1016 else if (i==0) 1106 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1107 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1108 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1109 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1110 else if (i < 6)
1021 strcat(retbuf,"half full."); 1111 strcat (retbuf, "half full.");
1022 else if (i<9) 1112 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1113 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1114 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1115 strcat (retbuf, "fully charged.");
1026 else 1116 else
1027 strcat(retbuf,"almost full."); 1117 strcat (retbuf, "almost full.");
1028 break; 1118 break;
1029 case FOOD: 1119 case FOOD:
1030 case FLESH: 1120 case FLESH:
1031 case DRINK: 1121 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1122 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1123 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1124 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1125 strcat (retbuf, buf);
1035 1126
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1127 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1128 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1129 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1130 strcat (retbuf, buf);
1039 } 1131 }
1040 1132
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1133 if (!QUERY_FLAG (op, FLAG_CURSED))
1134 {
1042 if (op->stats.hp) 1135 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1136 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1137 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1138 strcat (retbuf, "(spellpoint regen)");
1046 } 1139 }
1047 else { 1140 else
1141 {
1048 if (op->stats.hp) 1142 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1143 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1144 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1145 strcat (retbuf, "(spellpoint depletion)");
1052 } 1146 }
1053 } 1147 }
1054 break; 1148 break;
1055 1149
1056 1150
1057 case SKILL: 1151 case SKILL:
1058 case RING: 1152 case RING:
1059 case AMULET: 1153 case AMULET:
1060 if(op->item_power) { 1154 if (op->item_power)
1155 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1156 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1157 strcat (retbuf, buf);
1063 } 1158 }
1064 if (op->title) 1159 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1160 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1161 return retbuf;
1067 1162
1068 default: 1163 default:
1069 return retbuf; 1164 return retbuf;
1070 } 1165 }
1071 1166
1072 /* Down here, we more further describe equipment type items. 1167 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1168 * only describe them if they have been identified or the like.
1074 */ 1169 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1170 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1171 {
1076 int attr,val; 1172 int attr, val;
1077 1173
1078 for (attr=0; attr<NUM_STATS; attr++) { 1174 for (attr = 0; attr < NUM_STATS; attr++)
1175 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1176 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1177 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1178 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1179 strcat (retbuf, buf);
1082 } 1180 }
1083 } 1181 }
1084 1182
1085 if(op->stats.exp) { 1183 if (op->stats.exp)
1184 {
1086 sprintf(buf,"(speed %+lld)", (long long)op->stats.exp); 1185 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1186 strcat (retbuf, buf);
1088 } 1187 }
1089 1188
1090 1189
1091 switch(op->type) { 1190 switch (op->type)
1191 {
1092 case BOW: 1192 case BOW:
1093 case ARROW: 1193 case ARROW:
1094 case GIRDLE: 1194 case GIRDLE:
1095 case HELMET: 1195 case HELMET:
1096 case SHIELD: 1196 case SHIELD:
1102 case AMULET: 1202 case AMULET:
1103 case ARMOUR: 1203 case ARMOUR:
1104 case BRACERS: 1204 case BRACERS:
1105 case FORCE: 1205 case FORCE:
1106 case CLOAK: 1206 case CLOAK:
1107 if(op->stats.wc) { 1207 if (op->stats.wc)
1208 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1209 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1210 strcat (retbuf, buf);
1110 } 1211 }
1111 if(op->stats.dam) { 1212 if (op->stats.dam)
1213 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1214 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1215 strcat (retbuf, buf);
1114 } 1216 }
1115 if(op->stats.ac) { 1217 if (op->stats.ac)
1218 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1219 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1220 strcat (retbuf, buf);
1118 } 1221 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1222 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1223 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1224 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1225 strcat (retbuf, buf);
1122 } 1226 }
1123 break; 1227 break;
1124 1228
1125 default: 1229 default:
1126 break; 1230 break;
1127 } 1231 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1232 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1233 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1234 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1235 strcat (retbuf, "(infravision)");
1132 1236
1133 /* levitate was what is was before, so we'll keep it */ 1237 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1238 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1239 strcat (retbuf, "(levitate)");
1136 1240
1137 if (op->move_type & MOVE_FLY_HIGH) 1241 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1242 strcat (retbuf, "(fly)");
1139 1243
1140 if (op->move_type & MOVE_SWIM) 1244 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1245 strcat (retbuf, "(swim)");
1142 1246
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1247 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1248
1145 if(op->item_power) { 1249 if (op->item_power)
1250 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1251 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1252 strcat (retbuf, buf);
1148 } 1253 }
1149 } /* End if identified or applied */ 1254 } /* End if identified or applied */
1150 1255
1151 /* This blocks only deals with fully identified object. 1256 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1257 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1258 * in this way, information is added.
1154 */ 1259 */
1155 if(identified) { 1260 if (identified)
1261 {
1156 int more_info = 0; 1262 int more_info = 0;
1157 1263
1158 switch(op->type) { 1264 switch (op->type)
1265 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1266 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1267 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1268 case BOW:
1162 case ARROW: 1269 case ARROW:
1163 case WAND: 1270 case WAND:
1164 case FOOD: 1271 case FOOD:
1165 case FLESH: 1272 case FLESH:
1166 case DRINK: 1273 case DRINK:
1167 more_info = 0; 1274 more_info = 0;
1168 break; 1275 break;
1169 1276
1170 /* Armor type objects */ 1277 /* Armor type objects */
1171 case ARMOUR: 1278 case ARMOUR:
1172 case HELMET: 1279 case HELMET:
1173 case SHIELD: 1280 case SHIELD:
1174 case BOOTS: 1281 case BOOTS:
1175 case GLOVES: 1282 case GLOVES:
1176 case GIRDLE: 1283 case GIRDLE:
1177 case BRACERS: 1284 case BRACERS:
1178 case CLOAK: 1285 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1286 if (ARMOUR_SPEED (op))
1287 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1288 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1289 strcat (retbuf, buf);
1182 } 1290 }
1183 if (ARMOUR_SPELLS(op)) { 1291 if (ARMOUR_SPELLS (op))
1292 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1293 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1294 strcat (retbuf, buf);
1186 } 1295 }
1187 more_info=1; 1296 more_info = 1;
1188 break; 1297 break;
1189 1298
1190 case WEAPON: 1299 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1300 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1301 * make sense.
1193 */ 1302 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1303 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1304 if (i < 0)
1305 i = 0;
1196 1306
1197 sprintf(buf,"(weapon speed %d)", i); 1307 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1308 strcat (retbuf, buf);
1199 more_info=1; 1309 more_info = 1;
1200 break; 1310 break;
1201 1311
1202 } 1312 }
1203 if (more_info) { 1313 if (more_info)
1314 {
1204 if(op->stats.food) { 1315 if (op->stats.food)
1316 {
1205 if(op->stats.food!=0) 1317 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1318 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1319 strcat (retbuf, buf);
1208 } 1320 }
1209 if(op->stats.grace) { 1321 if (op->stats.grace)
1322 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1323 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1324 strcat (retbuf, buf);
1212 } 1325 }
1213 if(op->stats.sp) { 1326 if (op->stats.sp)
1327 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1328 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1329 strcat (retbuf, buf);
1216 } 1330 }
1217 if(op->stats.hp) { 1331 if (op->stats.hp)
1332 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1333 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1334 strcat (retbuf, buf);
1220 } 1335 }
1221 } 1336 }
1222 1337
1223 if(op->stats.luck) { 1338 if (op->stats.luck)
1339 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1340 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1341 strcat (retbuf, buf);
1226 } 1342 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1343 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1344 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1345 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1346 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1347 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1348 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1349 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1350 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1351 if (op->slaying != NULL && op->type != FOOD)
1352 {
1236 sprintf(buf,"(slay %s)", &op->slaying); 1353 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1354 strcat (retbuf, buf);
1238 } 1355 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1356 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1357 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1358 * non flesh, everyone can see its resistances
1242 */ 1359 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1360 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1361 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1362 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1363 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1364 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1365 }
1249 1366
1250 return retbuf; 1367 return retbuf;
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 op->title = op->inv->name; 1520 op->title = op->inv->name;
1397 else if (op->arch) 1521 else if (op->arch)
1398 { 1522 {
1399 op->name = op->arch->clone.name; 1523 op->name = op->arch->clone.name;
1400 op->name_pl = op->arch->clone.name_pl; 1524 op->name_pl = op->arch->clone.name_pl;
1401 } 1525 }
1402 } 1526 }
1403 1527
1404 /* 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 */
1405 if (op->map) 1529 if (op->map)
1406 update_object(op,UP_OBJ_FACE); 1530 update_object (op, UP_OBJ_FACE);
1407 else { 1531 else
1408 pl = is_player_inv(op->env); 1532 {
1533 pl = op->in_player ();
1409 if (pl) 1534 if (pl)
1410 /* 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
1411 * it all. 1536 * it all.
1412 */ 1537 */
1413 esrv_send_item(pl, op); 1538 esrv_send_item (pl, op);
1414 } 1539 }
1415} 1540}
1541

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