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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 1.30 by root, Mon May 7 03:05:57 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"},
53 {"body_shield", "as a shield", "as a protective shield"},
54 {"body_combat", "as a combat weapon", "as a combat weapon"},
57{"body_arm", "on your arm", "on a human's arm"}, 55 {"body_arm", "on your arm", "on a human's arm"},
58{"body_torso", "on your body", "on a human's torso"}, 56 {"body_torso", "on your body", "on a human's torso"},
59{"body_head", "on your head", "on a human's head"}, 57 {"body_head", "on your head", "on a human's head"},
60{"body_neck", "around your neck", "around a humans neck"}, 58 {"body_neck", "around your neck", "around a humans neck"},
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 59 {"body_skill", "in your skill slot", "in a human's skill slot"},
62{"body_finger", "on your finger", "on a human's finger"}, 60 {"body_finger", "on your finger", "on a human's finger"} ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 61 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64{"body_foot", "on your feet", "on a human's feet"}, 62 {"body_foot", "on your feet", "on a human's feet"},
65{"body_hand", "on your hands", "on a human's hands"}, 63 {"body_hand", "on your hands", "on a human's hands"},
66{"body_wrist", "around your wrists", "around a human's wrist"}, 64 {"body_wrist", "around your wrists", "around a human's wrist"},
67{"body_waist", "around your waist", "around a human's waist"}, 65 {"body_waist", "around your waist", "around a human's waist"},
68
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 66/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 67};
71 68
72static char numbers[21][20] = { 69static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 72 "eighteen", "nineteen", "twenty"
76}; 73};
77 74
78static char numbers_10[10][20] = { 75static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 77 "eighty", "ninety"
81}; 78};
82 79
83static char levelnumbers[21][20] = { 80static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 84 "nineteen", "twentieth"
88}; 85};
89 86
90static char levelnumbers_10[11][20] = { 87static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 89 "seventieth", "eightieth", "ninetieth"
93}; 90};
94 91
95/* The following is a large table of item types, the fields are: 92/* 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 93 * 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 94 * 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 95 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 96 * define.h
100 */ 97 */
101static const typedata item_types[] = { 98static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 99 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 100 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 101 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 103 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 105 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 106 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 108 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 112 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 113 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 114 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 115 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 116 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 117 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 118 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 119 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 120 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 121 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 122 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 123 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 124 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 125 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 126 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 127 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 128 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 129 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 130 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 134 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 135 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 137 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 139 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 140 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 141 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 142 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 143 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 144 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 145 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 146 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 147 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 148 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 149 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 150 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 151 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 152 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 153 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 154 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 155 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 156 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 158 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 159 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 160 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 164 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 165 {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}, 166 {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}, 167 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 171 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 172 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 173 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 175 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 177 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 178 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 180 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 182 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 184 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 185 {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}, 186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 188 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 190 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 191 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 192 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 193 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 194 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 195 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 196 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 197 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 198 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 199 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 200 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 201 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 202 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 203 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 204 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 205 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 206 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 207 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 209};
223 210
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 211const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 212
226materialtype_t *materialt; 213materialtype_t *materialt;
227 214
228/* 215/*
229materialtype material[NROFMATERIALS] = { 216materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 243 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 244 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 245 * custom objects can use whatever they want.
259 */ 246 */
260static int enc_to_item_power[21] = { 247static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 248 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 249 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 250 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 251 30, 35, 40, 45, 50 /* 20 */
265}; 252};
266 253
254int
267int get_power_from_ench(int ench) 255get_power_from_ench (int ench)
268{ 256{
269 if (ench < 0) ench = 0; 257 if (ench < 0) ench = 0;
270 if (ench > 20) ench = 20; 258 if (ench > 20) ench = 20;
259
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
343} 348}
344 349
345/* returns the typedata that has a number equal to itemtype, if there 350/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 351 * isn't one, returns NULL */
347 352const typedata *
348const typedata *get_typedata(int itemtype) { 353get_typedata (int itemtype)
354{
349 int i; 355 int i;
356
350 for (i=0;i<item_types_size;i++) 357 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 358 if (item_types[i].number == itemtype)
359 return &item_types[i];
352 return NULL; 360 return NULL;
353} 361}
354 362
355/* returns the typedata that has a name equal to itemtype, if there 363/* returns the typedata that has a name equal to itemtype, if there
356 * isn't one, return the plural name that matches, if there still isn't 364 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 365 * one return NULL */
358 366const typedata *
359const typedata *get_typedata_by_name(const char *name) { 367get_typedata_by_name (const char *name)
368{
360 int i; 369 int i;
370
361 for (i=0;i<item_types_size;i++) 371 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i]; 372 if (!strcmp (item_types[i].name, name))
373 return &item_types[i];
363 for (i=0;i<item_types_size;i++) 374 for (i = 0; i < item_types_size; i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 375 if (!strcmp (item_types[i].name_pl, name))
376 {
365 LOG(llevInfo, 377 LOG (llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", 378 "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]; 379 return &item_types[i];
369 } 380 }
370 return NULL; 381 return NULL;
371} 382}
383
372/* describe_resistance generates the visible naming for resistances. 384/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 385 * returns a static array of the description. This can return
374 * a big buffer. 386 * a big buffer.
375 * if newline is true, we don't put parens around the description 387 * 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 388 * but do put a newline at the end. Useful when dumping to files
377 */ 389 */
390const char *
378char *describe_resistance(const object *op, int newline) 391describe_resistance (const object *op, int newline)
379{ 392{
380 static char buf[VERY_BIG_BUF]; 393 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 394 char buf1[VERY_BIG_BUF];
382 int tmpvar; 395 int tmpvar;
383 396
384 buf[0]=0; 397 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 398 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
399 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 400 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
401 {
387 if (!newline) 402 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 403 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 404 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 406
392 strcat(buf, buf1); 407 strcat (buf, buf1);
393 } 408 }
394 } 409 }
395 return buf; 410 return buf;
396} 411}
397 412
398 413
399/* 414/*
400 * query_weight(object) returns a character pointer to a static buffer 415 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 416 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 417 * The buffer will be overwritten by the next call to query_weight().
403 */ 418 */
404 419const char *
405char *query_weight(const object *op) { 420query_weight (const object *op)
421{
406 static char buf[10]; 422 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 424
409 if(op->weight<0) 425 if (op->weight < 0)
410 return " "; 426 return " ";
427
411 if(i%1000) 428 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 429 sprintf (buf, "%6.1f", i / 1000.0);
413 else 430 else
414 sprintf(buf,"%4d ",i/1000); 431 sprintf (buf, "%4d ", i / 1000);
432
415 return buf; 433 return buf;
416} 434}
417 435
418/* 436/*
419 * Returns the pointer to a static buffer containing 437 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 438 * the number requested (of the form first, second, third...)
421 */ 439 */
422 440const char *
423char *get_levelnumber(int i) { 441get_levelnumber (int i)
442{
424 static char buf[MAX_BUF]; 443 static char buf[MAX_BUF];
444
425 if (i > 99) { 445 if (i > 99)
446 {
426 sprintf(buf, "%d.", i); 447 sprintf (buf, "%d.", i);
427 return buf; 448 return buf;
428 } 449 }
450
429 if(i < 21) 451 if (i < 21)
430 return levelnumbers[i]; 452 return levelnumbers[i];
431 if(!(i%10)) 453 if (!(i % 10))
432 return levelnumbers_10[i/10]; 454 return levelnumbers_10[i / 10];
455
433 strcpy(buf, numbers_10[i/10]); 456 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 457 strcat (buf, levelnumbers[i % 10]);
435 return buf; 458 return buf;
436} 459}
437
438 460
439/* 461/*
440 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
441 * in a static buffer. The buffer might be overwritten at the next 463 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 464 * call to get_number().
443 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
444 */ 466 */
445 467const char *
446char *get_number(int i) { 468get_number (int i)
469{
447 if(i<=20) 470 if (i <= 20)
448 return numbers[i]; 471 return numbers[i];
449 else { 472 else
473 {
450 static char buf[MAX_BUF]; 474 static char buf[MAX_BUF];
475
451 sprintf(buf,"%d",i); 476 sprintf (buf, "%d", i);
452 return buf; 477 return buf;
453 } 478 }
454} 479}
455 480
456/* 481/*
457 * Returns pointer to static buffer containing ring's or amulet's 482 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 483 * abilities
460 * if describle_item() would be called to get this information and 485 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 486 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 487 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 488 * client handle names.
464 */ 489 */
490
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 491/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 492 * from stats.sp - b.t.
467 */ 493 */
494const char *
468char *ring_desc (const object *op) 495ring_desc (const object *op)
469{ 496{
470 static char buf[VERY_BIG_BUF]; 497 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 498 int attr, val, len;
472 499
473 buf[0] = 0; 500 buf[0] = 0;
474 501
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 502 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; 503 return buf;
504
505 for (attr = 0; attr < NUM_STATS; attr++)
506 {
507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
508 {
509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
510 }
511 }
512
513 if (op->stats.exp)
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515 if (op->stats.wc)
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521
522 strcat (buf, describe_resistance (op, 0));
523
524 if (op->stats.food != 0)
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
526 /* else if (op->stats.food < 0)
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
528 if (op->stats.grace)
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544
545 /* Shorten some of the names, so they appear better in the windows */
546 len = strlen (buf);
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550
551 /* if(op->item_power)
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
553 */
554 if (buf[0] == 0 && op->type != SKILL)
555 strcpy (buf, "of adornment");
556
557
558 return buf;
528} 559}
529 560
530/* 561/*
531 * query_short_name(object) is similar to query_name, but doesn't 562 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 563 * contain any information about object status (worn/cursed/etc.)
533 */ 564 */
565const char *
534const char *query_short_name(const object *op) 566query_short_name (const object *op)
535{ 567{
536 static char buf[HUGE_BUF]; 568 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 569 char buf2[HUGE_BUF];
538 int len=0; 570 int len = 0;
539 571
540 if(op->name == NULL) 572 if (op->name == NULL)
541 return "(null)"; 573 return "(null)";
574
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 575 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 576 return op->name; /* To speed things up (or make things slower?) */
544 577
545 if (op->nrof <= 1) 578 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 579 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 580 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 582
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 585 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 586 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 } 587 }
554 588
555 switch(op->type) { 589 switch (op->type)
590 {
556 case SPELLBOOK: 591 case SPELLBOOK:
557 case SCROLL: 592 case SCROLL:
558 case WAND: 593 case WAND:
559 case ROD: 594 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 {
561 if(!op->title) { 597 if (!op->title)
598 {
562 safe_strcat(buf," of ", &len, HUGE_BUF); 599 safe_strcat (buf, " of ", &len, HUGE_BUF);
563 if (op->inv) 600 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF); 601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
565 else 602 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
567 } 604 }
568 if(op->type != SPELLBOOK) { 605 if (op->type != SPELLBOOK)
606 {
569 sprintf(buf2, " (lvl %d)", op->level); 607 sprintf (buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF); 608 safe_strcat (buf, buf2, &len, HUGE_BUF);
571 } 609 }
572 } 610 }
573 break; 611 break;
574 612
575 case SKILL: 613 case SKILL:
576 case AMULET: 614 case AMULET:
577 case RING: 615 case RING:
578 if (!op->title) { 616 if (!op->title)
617 {
579 /* If ring has a title, full description isn't so useful */ 618 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 619 const char *s = ring_desc (op);
620
581 if (s[0]) { 621 if (s[0])
622 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 623 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
584 } 626 }
585 }
586 break; 627 break;
587 default: 628 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 629 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))) { 630 {
590 sprintf(buf2, " %+d", op->magic); 631 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 632 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 633 }
593 } 634 }
594 return buf; 635 return buf;
595} 636}
596 637
597/* 638/*
598 * query_name(object) returns a character pointer pointing to a static 639 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 640 * 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 644 * 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 645 * 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.) 646 * use several names much easier (don't need to store them to temp variables.)
606 * 647 *
607 */ 648 */
649const char *
608char *query_name(const object *op) { 650query_name (const object *op)
651{
609 static char buf[5][HUGE_BUF]; 652 static char buf[5][HUGE_BUF]; // OMFG
610 static int use_buf=0; 653 static int use_buf = 0;
611 int len=0; 654 int len = 0;
655
612#ifdef NEW_MATERIAL_CODE 656#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 657 materialtype_t *mt;
614#endif 658#endif
615 659
616 use_buf++; 660 use_buf++;
617 use_buf %=5; 661 use_buf %= 5;
618 662
619#ifdef NEW_MATERIAL_CODE 663#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 664 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
621 mt = name_to_material(op->materialname); 666 mt = name_to_material (op->materialname);
622 if (mt) { 667 if (mt)
668 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 671 }
626 } 672 }
627#endif 673#endif
628 674
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 676
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 677 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 679 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); 680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 681
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 684 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 686 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 688 }
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], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &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], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &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:
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 }
744
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 745 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 747
699 return buf[use_buf]; 748 return buf [use_buf];
700} 749}
701 750
702/* 751/*
703 * query_base_name(object) returns a character pointer pointing to a static 752 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 753 * 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 755 * 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 756 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 757 * and sending to client.
709 * If plural is set, we generate the plural name of this. 758 * If plural is set, we generate the plural name of this.
710 */ 759 */
760const char *
711const char *query_base_name(const object *op, int plural) { 761query_base_name (const object *op, int plural)
762{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 763 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 764 int len;
714 materialtype_t *mt; 765 materialtype_t *mt;
715 766
716 if((!plural && !op->name) || (plural && !op->name_pl)) 767 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 768 return "(null)";
718 769
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 770 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 771 return op->name; /* To speed things up (or make things slower?) */
721 772
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 773 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
723 mt = name_to_material(op->materialname); 774 mt = name_to_material (op->materialname);
724 775
725#ifdef NEW_MATERIAL_CODE 776#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 779 {
729 strcpy(buf, mt->description); 780 strcpy (buf, mt->description);
730 len=strlen(buf); 781 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 782 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 783 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 784 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 785 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 787 }
788 else
789 {
737#endif 790#endif
738 if (!plural) 791 if (!plural)
739 strcpy(buf, op->name); 792 assign (buf, op->name);
740 else 793 else
741 strcpy(buf, op->name_pl); 794 assign (buf, op->name_pl);
795
742 len=strlen(buf); 796 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 797#ifdef NEW_MATERIAL_CODE
744 } 798 }
745#endif 799#endif
746 800
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 803 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 804 safe_strcat (buf, op->title, &len, MAX_BUF);
750 } 805 }
751 806
752 switch(op->type) { 807 switch (op->type)
808 {
753 case SPELLBOOK: 809 case SPELLBOOK:
754 case SCROLL: 810 case SCROLL:
755 case WAND: 811 case WAND:
756 case ROD: 812 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 {
758 if(!op->title) { 815 if (!op->title)
816 {
759 safe_strcat(buf," of ", &len, MAX_BUF); 817 safe_strcat (buf, " of ", &len, MAX_BUF);
760 if (op->inv) 818 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF); 819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
762 else 820 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", op->name); 821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
764 } 822 }
765 if(op->type != SPELLBOOK) { 823 if (op->type != SPELLBOOK)
824 {
766 sprintf(buf2, " (lvl %d)", op->level); 825 sprintf (buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF); 826 safe_strcat (buf, buf2, &len, MAX_BUF);
768 } 827 }
769 } 828 }
770 break; 829 break;
771 830
772 831
773 case SKILL: 832 case SKILL:
774 case AMULET: 833 case AMULET:
775 case RING: 834 case RING:
776 if (!op->title) { 835 if (!op->title)
836 {
777 /* If ring has a title, full description isn't so useful */ 837 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 838 const char *s = ring_desc (op);
839
779 if (s[0]) { 840 if (s[0])
841 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 842 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 843 safe_strcat (buf, s, &len, MAX_BUF);
782 } 844 }
783 } 845 }
784 break; 846 break;
847
785 default: 848 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 849 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))) {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 850 sprintf (buf + strlen (buf), " %+d", op->magic);
789 }
790 } 851 }
852
791 return buf; 853 return buf;
792} 854}
793 855
794/* Break this off from describe_item - that function was way 856/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 857 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 858 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 859 * be called with monster & player objects. Returns a description
798 * in a static buffer. 860 * in a static buffer.
799 */ 861 */
800 862static char *
801static char *describe_monster(const object *op) { 863describe_monster (const object *op)
864{
802 char buf[MAX_BUF]; 865 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 866 static char retbuf[VERY_BIG_BUF];
804 int i; 867 int i;
805 868
806 retbuf[0]='\0'; 869 retbuf[0] = '\0';
807 870
808 /* Note that the resolution this provides for players really isn't 871 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 872 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 873 * fall into the 'lightning fast movement' category.
811 */ 874 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 875 if (op->has_active_speed ())
876 {
813 switch((int)((FABS(op->speed))*15)) { 877 switch ((int) ((FABS (op->speed)) * 15))
878 {
814 case 0: 879 case 0:
815 strcat(retbuf,"(very slow movement)"); 880 strcat (retbuf, "(very slow movement)");
816 break; 881 break;
817 case 1: 882 case 1:
818 strcat(retbuf,"(slow movement)"); 883 strcat (retbuf, "(slow movement)");
819 break; 884 break;
820 case 2: 885 case 2:
821 strcat(retbuf,"(normal movement)"); 886 strcat (retbuf, "(normal movement)");
822 break; 887 break;
823 case 3: 888 case 3:
824 case 4: 889 case 4:
825 strcat(retbuf,"(fast movement)"); 890 strcat (retbuf, "(fast movement)");
826 break; 891 break;
827 case 5: 892 case 5:
828 case 6: 893 case 6:
829 strcat(retbuf,"(very fast movement)"); 894 strcat (retbuf, "(very fast movement)");
830 break; 895 break;
831 case 7: 896 case 7:
832 case 8: 897 case 8:
833 case 9: 898 case 9:
834 case 10: 899 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 900 strcat (retbuf, "(extremely fast movement)");
836 break; 901 break;
837 default: 902 default:
838 strcat(retbuf,"(lightning fast movement)"); 903 strcat (retbuf, "(lightning fast movement)");
839 break; 904 break;
840 } 905 }
841 } 906 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 907 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 908 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 909 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 910 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 911 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 912 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 913 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 914 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 915 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 916 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 917 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 918 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 919 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 920 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 921 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 922 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 923 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 924 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 925 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 926 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 927 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 928 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 930 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 931 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 932 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 933 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 934 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 935 if (op->randomitems != NULL)
936 {
871 treasure *t; 937 treasure *t;
872 int first = 1; 938 int first = 1;
939
873 for(t=op->randomitems->items; t != NULL; t=t->next) 940 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 941 if (t->item && t->item->clone.type == SPELL)
942 {
875 if(first) { 943 if (first)
944 {
876 first = 0; 945 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 946 strcat (retbuf, "(Spell abilities:)");
878 } 947 }
879 strcat(retbuf,"("); 948 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 949 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 950 strcat (retbuf, ")");
882 } 951 }
883 } 952 }
884 if (op->type == PLAYER) { 953 if (op->type == PLAYER)
954 {
885 if(op->contr->digestion) { 955 if (op->contr->digestion)
956 {
886 if(op->contr->digestion!=0) 957 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 958 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 959 strcat (retbuf, buf);
889 } 960 }
890 if(op->contr->gen_grace) { 961 if (op->contr->gen_grace)
962 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 963 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 964 strcat (retbuf, buf);
893 } 965 }
894 if(op->contr->gen_sp) { 966 if (op->contr->gen_sp)
967 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 968 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 969 strcat (retbuf, buf);
897 } 970 }
898 if(op->contr->gen_hp) { 971 if (op->contr->gen_hp)
972 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 973 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 974 strcat (retbuf, buf);
901 } 975 }
902 if(op->stats.luck) { 976 if (op->stats.luck)
977 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 978 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 979 strcat (retbuf, buf);
905 } 980 }
906 } 981 }
907 982
908 /* describe attacktypes */ 983 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 984 if (is_dragon_pl (op))
985 {
910 /* for dragon players display the attacktypes from clawing skill 986 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 987 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 988 * this makes it more readable.
913 */ 989 */
914 object *tmp; 990 object *tmp;
915 991
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; 993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
994 break;
918 995
919 if (tmp && tmp->attacktype!=0) { 996 if (tmp && tmp->attacktype != 0)
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 997 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
921 }
922 else { 998 else
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
927 } 1000 }
1001 else
1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1003
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1007
931 for (i=0; i < NROFATTACKS; i++) { 1008 for (i = 0; i < NROFATTACKS; i++)
932 if (op->resist[i]) { 1009 if (op->resist[i])
1010 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1012 strcat (retbuf, buf);
935 } 1013 }
936 } 1014
937 return retbuf; 1015 return retbuf;
938} 1016}
939 1017
940 1018
941/* 1019/*
942 * Returns a pointer to a static buffer which contains a 1020 * Returns a pointer to a static buffer which contains a
962 * 1040 *
963 * Add 'owner' who is the person examining this object. 1041 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1042 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1043 * item (eg, debug dump or the like)
966 */ 1044 */
967 1045const char *
968char *describe_item(const object *op, object *owner) { 1046describe_item (const object *op, object *owner)
1047{
969 char buf[MAX_BUF]; 1048 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1049 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1050 int identified, i;
972 1051
973 retbuf[0]='\0'; 1052 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1053 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 {
975 return describe_monster(op); 1055 return describe_monster (op);
976 } 1056 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1057 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1058 * also makes the code easier to read.
979 */ 1059 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1061 identified = 1;
981 else { 1062 else
1063 {
982 strcpy(retbuf,"(unidentified)"); 1064 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1065 identified = 0;
984 } 1066 }
985 switch(op->type) { 1067 switch (op->type)
1068 {
986 case BOW: 1069 case BOW:
987 case ARROW: 1070 case ARROW:
988 case WAND: 1071 case WAND:
989 case ROD: 1072 case ROD:
990 case HORN: 1073 case HORN:
996 case GLOVES: 1079 case GLOVES:
997 case GIRDLE: 1080 case GIRDLE:
998 case BRACERS: 1081 case BRACERS:
999 case CLOAK: 1082 case CLOAK:
1000 case SKILL_TOOL: 1083 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1084 break; /* We have more information to do below this switch */
1002 1085
1003 case POWER_CRYSTAL: 1086 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1087 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1089 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1090 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1091 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1092 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1093 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1094 }
1010 }else 1095 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1096 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1097 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1098 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1099 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1100 strcat (retbuf, "empty.");
1016 else if (i==0) 1101 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1102 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1103 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1104 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1105 else if (i < 6)
1021 strcat(retbuf,"half full."); 1106 strcat (retbuf, "half full.");
1022 else if (i<9) 1107 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1108 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1109 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1110 strcat (retbuf, "fully charged.");
1026 else 1111 else
1027 strcat(retbuf,"almost full."); 1112 strcat (retbuf, "almost full.");
1028 break; 1113 break;
1029 case FOOD: 1114 case FOOD:
1030 case FLESH: 1115 case FLESH:
1031 case DRINK: 1116 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1117 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1118 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1119 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1120 strcat (retbuf, buf);
1035 1121
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1122 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1123 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1124 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf); 1125 strcat (retbuf, buf);
1039 } 1126 }
1040 1127
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1128 if (!QUERY_FLAG (op, FLAG_CURSED))
1129 {
1042 if (op->stats.hp) 1130 if (op->stats.hp)
1043 strcat(retbuf,"(heals)"); 1131 strcat (retbuf, "(heals)");
1044 if (op->stats.sp) 1132 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)"); 1133 strcat (retbuf, "(spellpoint regen)");
1046 } 1134 }
1047 else { 1135 else
1136 {
1048 if (op->stats.hp) 1137 if (op->stats.hp)
1049 strcat(retbuf,"(damages)"); 1138 strcat (retbuf, "(damages)");
1050 if (op->stats.sp) 1139 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)"); 1140 strcat (retbuf, "(spellpoint depletion)");
1052 } 1141 }
1053 } 1142 }
1054 break; 1143 break;
1055 1144
1056 1145
1057 case SKILL: 1146 case SKILL:
1058 case RING: 1147 case RING:
1059 case AMULET: 1148 case AMULET:
1060 if(op->item_power) { 1149 if (op->item_power)
1150 {
1061 sprintf(buf,"(item_power %+d)",op->item_power); 1151 sprintf (buf, "(item_power %+d)", op->item_power);
1062 strcat(retbuf,buf); 1152 strcat (retbuf, buf);
1063 } 1153 }
1064 if (op->title) 1154 if (op->title)
1065 strcat (retbuf, ring_desc(op)); 1155 strcat (retbuf, ring_desc (op));
1066 return retbuf; 1156 return retbuf;
1067 1157
1068 default: 1158 default:
1069 return retbuf; 1159 return retbuf;
1070 } 1160 }
1071 1161
1072 /* Down here, we more further describe equipment type items. 1162 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1163 * only describe them if they have been identified or the like.
1074 */ 1164 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1165 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1166 {
1076 int attr,val; 1167 int attr, val;
1077 1168
1078 for (attr=0; attr<NUM_STATS; attr++) { 1169 for (attr = 0; attr < NUM_STATS; attr++)
1170 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1171 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1172 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1174 strcat (retbuf, buf);
1082 } 1175 }
1083 } 1176 }
1084 1177
1085 if(op->stats.exp) { 1178 if (op->stats.exp)
1179 {
1086 sprintf(buf,"(speed %+lld)",op->stats.exp); 1180 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1181 strcat (retbuf, buf);
1088 } 1182 }
1089 1183
1090 1184
1091 switch(op->type) { 1185 switch (op->type)
1186 {
1092 case BOW: 1187 case BOW:
1093 case ARROW: 1188 case ARROW:
1094 case GIRDLE: 1189 case GIRDLE:
1095 case HELMET: 1190 case HELMET:
1096 case SHIELD: 1191 case SHIELD:
1102 case AMULET: 1197 case AMULET:
1103 case ARMOUR: 1198 case ARMOUR:
1104 case BRACERS: 1199 case BRACERS:
1105 case FORCE: 1200 case FORCE:
1106 case CLOAK: 1201 case CLOAK:
1107 if(op->stats.wc) { 1202 if (op->stats.wc)
1203 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1204 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1205 strcat (retbuf, buf);
1110 } 1206 }
1111 if(op->stats.dam) { 1207 if (op->stats.dam)
1208 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1209 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1210 strcat (retbuf, buf);
1114 } 1211 }
1115 if(op->stats.ac) { 1212 if (op->stats.ac)
1213 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1214 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1215 strcat (retbuf, buf);
1118 } 1216 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1217 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1218 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1219 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1220 strcat (retbuf, buf);
1122 } 1221 }
1123 break; 1222 break;
1124 1223
1125 default: 1224 default:
1126 break; 1225 break;
1127 } 1226 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1227 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1228 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1229 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1230 strcat (retbuf, "(infravision)");
1132 1231
1133 /* levitate was what is was before, so we'll keep it */ 1232 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1233 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1234 strcat (retbuf, "(levitate)");
1136 1235
1137 if (op->move_type & MOVE_FLY_HIGH) 1236 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1237 strcat (retbuf, "(fly)");
1139 1238
1140 if (op->move_type & MOVE_SWIM) 1239 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1240 strcat (retbuf, "(swim)");
1142 1241
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1242 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1243
1145 if(op->item_power) { 1244 if (op->item_power)
1245 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1246 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1247 strcat (retbuf, buf);
1148 } 1248 }
1149 } /* End if identified or applied */ 1249 } /* End if identified or applied */
1150 1250
1151 /* This blocks only deals with fully identified object. 1251 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1252 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1253 * in this way, information is added.
1154 */ 1254 */
1155 if(identified) { 1255 if (identified)
1256 {
1156 int more_info = 0; 1257 int more_info = 0;
1157 1258
1158 switch(op->type) { 1259 switch (op->type)
1260 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1261 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1262 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1263 case BOW:
1162 case ARROW: 1264 case ARROW:
1163 case WAND: 1265 case WAND:
1164 case FOOD: 1266 case FOOD:
1165 case FLESH: 1267 case FLESH:
1166 case DRINK: 1268 case DRINK:
1167 more_info = 0; 1269 more_info = 0;
1168 break; 1270 break;
1169 1271
1170 /* Armor type objects */ 1272 /* Armor type objects */
1171 case ARMOUR: 1273 case ARMOUR:
1172 case HELMET: 1274 case HELMET:
1173 case SHIELD: 1275 case SHIELD:
1174 case BOOTS: 1276 case BOOTS:
1175 case GLOVES: 1277 case GLOVES:
1176 case GIRDLE: 1278 case GIRDLE:
1177 case BRACERS: 1279 case BRACERS:
1178 case CLOAK: 1280 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1281 if (ARMOUR_SPEED (op))
1282 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1283 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1284 strcat (retbuf, buf);
1182 } 1285 }
1183 if (ARMOUR_SPELLS(op)) { 1286 if (ARMOUR_SPELLS (op))
1287 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1288 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1289 strcat (retbuf, buf);
1186 } 1290 }
1187 more_info=1; 1291 more_info = 1;
1188 break; 1292 break;
1189 1293
1190 case WEAPON: 1294 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1295 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1296 * make sense.
1193 */ 1297 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1298 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1299 if (i < 0)
1300 i = 0;
1196 1301
1197 sprintf(buf,"(weapon speed %d)", i); 1302 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1303 strcat (retbuf, buf);
1199 more_info=1; 1304 more_info = 1;
1200 break; 1305 break;
1201 1306
1202 } 1307 }
1203 if (more_info) { 1308 if (more_info)
1309 {
1204 if(op->stats.food) { 1310 if (op->stats.food)
1311 {
1205 if(op->stats.food!=0) 1312 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1313 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1314 strcat (retbuf, buf);
1208 } 1315 }
1209 if(op->stats.grace) { 1316 if (op->stats.grace)
1317 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1318 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1319 strcat (retbuf, buf);
1212 } 1320 }
1213 if(op->stats.sp) { 1321 if (op->stats.sp)
1322 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1323 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1324 strcat (retbuf, buf);
1216 } 1325 }
1217 if(op->stats.hp) { 1326 if (op->stats.hp)
1327 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1328 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1329 strcat (retbuf, buf);
1220 } 1330 }
1221 } 1331 }
1222 1332
1223 if(op->stats.luck) { 1333 if (op->stats.luck)
1334 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1335 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1336 strcat (retbuf, buf);
1226 } 1337 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1338 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1339 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1340 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1341 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1342 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1343 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1344 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1345 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1346 if (op->slaying != NULL && op->type != FOOD)
1347 {
1236 sprintf(buf,"(slay %s)",op->slaying); 1348 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1349 strcat (retbuf, buf);
1238 } 1350 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1351 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1352 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1353 * non flesh, everyone can see its resistances
1242 */ 1354 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1355 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1356 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1357 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1358 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1359 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1360 }
1249 1361
1250 return retbuf; 1362 return retbuf;
1363}
1364
1365std::string
1366object::describe_item (object *who)
1367{
1368 return std::string (::describe_item (this, who));
1251} 1369}
1252 1370
1253/* Return true if the item is magical. A magical item is one that 1371/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1372 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1373 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1374 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1375 * should be marked as magical.
1258 */ 1376 */
1259 1377
1378int
1260int is_magical(const object *op) { 1379is_magical (const object *op)
1380{
1261 int i; 1381 int i;
1262 1382
1263 /* living creatures are considered non magical */ 1383 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1384 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; 1385 return 0;
1386
1387 /* This is a test for it being an artifact, as artifacts have titles */
1388 if (op->title != NULL)
1389 return 1;
1390
1391 /* Handle rings and amulets specially. If they change any of these
1392 * values, it means they are magical.
1393 */
1394 if ((op->type == AMULET || op->type == RING) &&
1395 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1396 return 1;
1397
1398 /* Check for stealty, speed, flying, or just plain magic in the boots */
1399 /* Presume any boots that hvae a move_type are special. */
1400 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1401 return 1;
1402
1403 /* Take care of amulet/shield that reflects spells/missiles */
1404 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1405 return 1;
1406
1407 /* Take care of helmet of xrays */
1408 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1409 return 1;
1410
1411 /* Potions & rods are always magical. Wands/staves are also magical,
1412 * assuming they still have any charges left.
1413 */
1414 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1415 return 1;
1416
1417 /* if something gives a protection, either positive or negative, its magical */
1418 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1419 * so this always works out fine.
1420 */
1421 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1422 if (op->resist[i])
1423 return 1;
1424
1425 /* Physical protection is expected on some item types, so they should
1426 * not be considered magical.
1427 */
1428 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1429 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1430 return 1;
1431
1432 /* power crystal, spellbooks, and scrolls are always magical. */
1433 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1434 return 1;
1435
1436 /* Check to see if it increases/decreases any stats */
1437 for (i = 0; i < NUM_STATS; i++)
1438 if (get_attr_value (&(op->stats), i) != 0)
1439 return 1;
1440
1441 /* If it doesn't fall into any of the above categories, must
1442 * be non magical.
1443 */
1444 return 0;
1324} 1445}
1325 1446
1326/* need_identify returns true if the item should be identified. This 1447/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1448 * function really should not exist - by default, any item not identified
1328 * should need it. 1449 * should need it.
1329 */ 1450 */
1330 1451
1452int
1331int need_identify(const object *op) { 1453need_identify (const object *op)
1454{
1332 switch(op->type) { 1455 switch (op->type)
1456 {
1333 case RING: 1457 case RING:
1334 case WAND: 1458 case WAND:
1335 case ROD: 1459 case ROD:
1336 case HORN: 1460 case HORN:
1337 case SCROLL: 1461 case SCROLL:
1360 case GEM: 1484 case GEM:
1361 case POWER_CRYSTAL: 1485 case POWER_CRYSTAL:
1362 case POISON: 1486 case POISON:
1363 case BOOK: 1487 case BOOK:
1364 case SKILL_TOOL: 1488 case SKILL_TOOL:
1365 return 1; 1489 return 1;
1366 } 1490 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1491 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1369 */ 1493 */
1370#if 0 1494#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1496#endif
1373 return 0; 1497 return 0;
1374} 1498}
1375
1376 1499
1377/* 1500/*
1378 * Supposed to fix face-values as well here, but later. 1501 * Supposed to fix face-values as well here, but later.
1379 */ 1502 */
1380 1503void
1381void identify(object *op) { 1504identify (object *op)
1505{
1382 object *pl; 1506 object *pl;
1383 1507
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1508 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1509 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1510 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1511
1388 /* 1512 /*
1389 * We want autojoining of equal objects: 1513 * We want autojoining of equal objects:
1390 */ 1514 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1516 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1517
1394 if (op->type == POTION) { 1518 if (op->type == POTION)
1519 {
1395 if (op->inv && op->randomitems) { 1520 if (op->inv && op->randomitems)
1396 if (op->title) free_string(op->title);
1397 op->title = add_refcount(op->inv->name); 1521 op->title = op->inv->name;
1398 } else if (op->arch) { 1522 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 } 1523 {
1524 op->name = op->arch->clone.name;
1525 op->name_pl = op->arch->clone.name_pl;
1526 }
1404 } 1527 }
1405 1528
1406 /* If the object is on a map, make sure we update its face */ 1529 /* If the object is on a map, make sure we update its face */
1407 if (op->map) 1530 if (op->map)
1408 update_object(op,UP_OBJ_FACE); 1531 update_object (op, UP_OBJ_CHANGE);
1409 else { 1532 else
1410 pl = is_player_inv(op->env); 1533 {
1534 pl = op->in_player ();
1411 if (pl) 1535 if (pl)
1412 /* A lot of the values can change from an update - might as well send 1536 /* A lot of the values can change from an update - might as well send
1413 * it all. 1537 * it all.
1414 */ 1538 */
1415 esrv_send_item(pl, op); 1539 esrv_send_item (pl, op);
1416 } 1540 }
1417} 1541}
1542

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