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Comparing deliantra/server/common/item.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC

1
1/* 2/*
2 * static char *rcsid_item_c = 3 * static char *rcsid_item_c =
3 * "$Id: item.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 4 * "$Id: item.C,v 1.5 2006/09/12 18:15:34 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
51 * may be better. 52 * may be better.
52 * Basically, for the use/nonuse, the code does something like: 53 * 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 54 * "This item goes %s\n", with the use/nonuse values filling in the %s
54 */ 55 */
55Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 56Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56{"body_range", "in your range slot", "in a human's range slot"}, 57 {"body_range", "in your range slot", "in a human's range slot"}
58 ,
57{"body_arm", "on your arm", "on a human's arm"}, 59 {"body_arm", "on your arm", "on a human's arm"}
60 ,
58{"body_torso", "on your body", "on a human's torso"}, 61 {"body_torso", "on your body", "on a human's torso"}
62 ,
59{"body_head", "on your head", "on a human's head"}, 63 {"body_head", "on your head", "on a human's head"}
64 ,
60{"body_neck", "around your neck", "around a humans neck"}, 65 {"body_neck", "around your neck", "around a humans neck"}
66 ,
61{"body_skill", "in your skill slot", "in a human's skill slot"}, 67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
62{"body_finger", "on your finger", "on a human's finger"}, 69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
63{"body_shoulder", "around your shoulders", "around a human's shoulders"}, 71 {"body_shoulder", "around your shoulders", "around a human's shoulders"}
72 ,
64{"body_foot", "on your feet", "on a human's feet"}, 73 {"body_foot", "on your feet", "on a human's feet"}
74 ,
65{"body_hand", "on your hands", "on a human's hands"}, 75 {"body_hand", "on your hands", "on a human's hands"}
76 ,
66{"body_wrist", "around your wrists", "around a human's wrist"}, 77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
67{"body_waist", "around your waist", "around a human's waist"}, 79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
68 81
69/*{"body_dragon_torso", "your body", "a dragon's body"} */ 82/*{"body_dragon_torso", "your body", "a dragon's body"} */
70}; 83};
71 84
72static char numbers[21][20] = { 85static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten", 86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", 87 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
75 "eighteen","nineteen","twenty" 88 "eighteen", "nineteen", "twenty"
76}; 89};
77 90
78static char numbers_10[10][20] = { 91static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", 92 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
80 "eighty","ninety" 93 "eighty", "ninety"
81}; 94};
82 95
83static char levelnumbers[21][20] = { 96static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", 97 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 98 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 99 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth" 100 "nineteen", "twentieth"
88}; 101};
89 102
90static char levelnumbers_10[11][20] = { 103static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", 104 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
92 "seventieth","eightieth","ninetieth" 105 "seventieth", "eightieth", "ninetieth"
93}; 106};
94 107
95/* The following is a large table of item types, the fields are: 108/* 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 109 * 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 110 * 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 111 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h 112 * define.h
100 */ 113 */
101static const typedata item_types[] = { 114static const typedata item_types[] = {
102{PLAYER, "player", "players", 0, 0}, 115 {PLAYER, "player", "players", 0, 0},
103{ROD, "rod", "rods", SK_THAUMATURGY, 0}, 116 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104{TREASURE, "treasure", "treasure", 0, 0}, 117 {TREASURE, "treasure", "treasure", 0, 0},
105{POTION, "potion", "potions", SK_ALCHEMY, 0}, 118 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106{FOOD, "food", "food", SK_WOODSMAN, 0}, 119 {FOOD, "food", "food", SK_WOODSMAN, 0},
107{POISON, "poison", "poisons", SK_ALCHEMY, 0}, 120 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108{BOOK, "book", "books", SK_LITERACY, 0}, 121 {BOOK, "book", "books", SK_LITERACY, 0},
109{CLOCK, "clock", "clocks", 0, 0}, 122 {CLOCK, "clock", "clocks", 0, 0},
110{LIGHTNING, "lightning", "lightning", 0, 0}, 123 {LIGHTNING, "lightning", "lightning", 0, 0},
111{ARROW, "arrow", "arrows", SK_BOWYER, 0}, 124 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112{BOW, "bow", "bows", SK_BOWYER, 0}, 125 {BOW, "bow", "bows", SK_BOWYER, 0},
113{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115{PEDESTAL, "pedestal", "pedestals", 0, 0}, 128 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116{ALTAR, "altar", "altars", 0, 0}, 129 {ALTAR, "altar", "altars", 0, 0},
117{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, 130 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118{SPECIAL_KEY, "special key", "special keys", 0, 0}, 131 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119{MAP, "map", "maps", 0, 0}, 132 {MAP, "map", "maps", 0, 0},
120{DOOR, "door", "doors", 0, 0}, 133 {DOOR, "door", "doors", 0, 0},
121{KEY, "key", "keys", 0, 0}, 134 {KEY, "key", "keys", 0, 0},
122{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, 135 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123{TRIGGER, "trigger", "triggers", 0, 0}, 136 {TRIGGER, "trigger", "triggers", 0, 0},
124{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, 137 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, 138 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, 139 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, 140 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, 141 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129{SHIELD, "shield", "shields", SK_SMITHERY, 0}, 142 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, 143 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131{HORN, "horn", "horns", SK_THAUMATURGY, 0}, 144 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132{MONEY, "money", "money", 0, 0}, 145 {MONEY, "money", "money", 0, 0},
133{CLASS, "class", "classes", 0, 0}, 146 {CLASS, "class", "classes", 0, 0},
134{GRAVESTONE, "gravestone", "gravestones", 0, 0}, 147 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135{AMULET, "amulet", "amulets", SK_JEWELER, 0}, 148 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136{PLAYERMOVER, "player mover", "player movers", 0, 0}, 149 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137{TELEPORTER, "teleporter", "teleporters", 0, 0}, 150 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138{CREATOR, "creator", "creators", 0, 0}, 151 {CREATOR, "creator", "creators", 0, 0},
139{SKILL, "skill", "skills", 0, 0}, 152 {SKILL, "skill", "skills", 0, 0},
140{EXPERIENCE, "experience", "experience", 0, 0}, 153 {EXPERIENCE, "experience", "experience", 0, 0},
141{EARTHWALL, "earthwall", "earthwalls", 0, 0}, 154 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142{GOLEM, "golem", "golems", 0, 0}, 155 {GOLEM, "golem", "golems", 0, 0},
143{THROWN_OBJ, "projectile", "projectiles", 0, 0}, 156 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144{BLINDNESS, "blindness", "blindness", 0, 0}, 157 {BLINDNESS, "blindness", "blindness", 0, 0},
145{GOD, "god", "gods", 0, 0}, 158 {GOD, "god", "gods", 0, 0},
146{DETECTOR, "detector", "detectors", 0, 0}, 159 {DETECTOR, "detector", "detectors", 0, 0},
147{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, 160 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, 161 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, 162 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150{MARKER, "marker", "markers", 0, 0}, 163 {MARKER, "marker", "markers", 0, 0},
151{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, 164 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, 165 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, 166 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, 167 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155{GEM, "gem", "gems", SK_JEWELER, 0}, 168 {GEM, "gem", "gems", SK_JEWELER, 0},
156{FIREWALL, "firewall", "firewalls", 0, 0}, 169 {FIREWALL, "firewall", "firewalls", 0, 0},
157{ANVIL, "anvil", "anvils", 0, 0}, 170 {ANVIL, "anvil", "anvils", 0, 0},
158{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, 171 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, 172 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160{EXIT, "exit", "exits", 0, 0}, 173 {EXIT, "exit", "exits", 0, 0},
161{ENCOUNTER, "encounter", "encounters", 0, 0}, 174 {ENCOUNTER, "encounter", "encounters", 0, 0},
162{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 175 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163{SHOP_MAT, "shop mat", "shop mats", 0, 0}, 176 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164{RING, "ring", "rings", SK_JEWELER, 0}, 177 {RING, "ring", "rings", SK_JEWELER, 0},
165{FLOOR, "floor", "floors", 0, 0}, 178 {FLOOR, "floor", "floors", 0, 0},
166{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169{LIGHTER, "lighter", "lighters", 0, 0}, 182 {LIGHTER, "lighter", "lighters", 0, 0},
170{TRAP_PART, "trap part", "trap parts", 0, 0}, 183 {TRAP_PART, "trap part", "trap parts", 0, 0},
171{WALL, "wall", "walls", 0, 0}, 184 {WALL, "wall", "walls", 0, 0},
172{LIGHT_SOURCE, "light source", "light sources", 0, 0}, 185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
173{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174{MONSTER, "monster", "monsters", 0, 0}, 187 {MONSTER, "monster", "monsters", 0, 0},
175{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0}, 188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176{LAMP, "lamp", "lamps", 0, 0}, 189 {LAMP, "lamp", "lamps", 0, 0},
177{DUPLICATOR, "duplicator", "duplicators", 0, 0}, 190 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178{TOOL, "tool", "tools", 0, 0}, 191 {TOOL, "tool", "tools", 0, 0},
179{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180{BUILDFAC, "building facility", "building facilities", 0, 0}, 193 {BUILDFAC, "building facility", "building facilities", 0, 0},
181{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182{SPINNER, "spinner", "spinners", 0, 0}, 195 {SPINNER, "spinner", "spinners", 0, 0},
183{GATE, "gate", "gates", 0, 0}, 196 {GATE, "gate", "gates", 0, 0},
184{BUTTON, "button", "buttons", 0, 0}, 197 {BUTTON, "button", "buttons", 0, 0},
185{CF_HANDLE, "cf handle", "cf handles", 0, 0}, 198 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186{HOLE, "hole", "holes", 0, 0}, 199 {HOLE, "hole", "holes", 0, 0},
187{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 200 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188{SIGN, "sign", "signs", 0, 0}, 201 {SIGN, "sign", "signs", 0, 0},
189{BOOTS, "boots", "boots", SK_SMITHERY, 0}, 202 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 203 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191{SPELL, "spell", "spells", 0, 0}, 204 {SPELL, "spell", "spells", 0, 0},
192{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193{CONVERTER, "converter", "converters", 0, 0}, 206 {CONVERTER, "converter", "converters", 0, 0},
194{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195{POISONING, "poisoning", "poisonings", 0, 0}, 208 {POISONING, "poisoning", "poisonings", 0, 0},
196{SAVEBED, "savebed", "savebeds", 0, 0}, 209 {SAVEBED, "savebed", "savebeds", 0, 0},
197{POISONCLOUD, "poison cloud", "poison clouds", 0, 0}, 210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198{FIREHOLES, "fireholes", "fireholes", 0, 0}, 211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
199{WAND, "wand", "wands", SK_THAUMATURGY, 0}, 212 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201{DIRECTOR, "director", "directors", 0, 0}, 214 {DIRECTOR, "director", "directors", 0, 0},
202{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203{FORCE, "force", "forces", 0, 0}, 216 {FORCE, "force", "forces", 0, 0},
204{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, 217 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205{CLOSE_CON, "closed container", "closed container", 0, 0}, 218 {CLOSE_CON, "closed container", "closed container", 0, 0},
206{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, 219 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, 220 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, 221 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, 222 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, 223 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, 224 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212{MENU, "inventory list", "inventory lists", 0, 0}, 225 {MENU, "inventory list", "inventory lists", 0, 0},
213{RUNE, "rune", "runes", 0, 0}, 226 {RUNE, "rune", "runes", 0, 0},
214{TRAP, "trap", "traps", 0, 0}, 227 {TRAP, "trap", "traps", 0, 0},
215{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, 228 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216{CORPSE, "corpse", "corpses", 0, 0}, 229 {CORPSE, "corpse", "corpses", 0, 0},
217{DISEASE, "disease", "diseases", 0, 0}, 230 {DISEASE, "disease", "diseases", 0, 0},
218{SYMPTOM, "symptom", "symptoms", 0, 0}, 231 {SYMPTOM, "symptom", "symptoms", 0, 0},
219{BUILDER, "item builder", "item builders", 0, 0}, 232 {BUILDER, "item builder", "item builders", 0, 0},
220{MATERIAL, "building material", "building materials", 0, 0}, 233 {MATERIAL, "building material", "building materials", 0, 0},
221{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 234 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222}; 235};
223 236
224const int item_types_size=sizeof(item_types)/sizeof(*item_types); 237const int item_types_size = sizeof (item_types) / sizeof (*item_types);
225 238
226materialtype_t *materialt; 239materialtype_t *materialt;
227 240
228/* 241/*
229materialtype material[NROFMATERIALS] = { 242materialtype material[NROFMATERIALS] = {
256 * able to use 2-3 of the most powerful items. 269 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items - 270 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want. 271 * custom objects can use whatever they want.
259 */ 272 */
260static int enc_to_item_power[21] = { 273static int enc_to_item_power[21] = {
2610, 0, 1, 2, 3, 4, /* 5 */ 274 0, 0, 1, 2, 3, 4, /* 5 */
2625, 7, 9, 11, 13, /* 10 */ 275 5, 7, 9, 11, 13, /* 10 */
26315, 18, 21, 24, 27, /* 15 */ 276 15, 18, 21, 24, 27, /* 15 */
26430, 35, 40, 45, 50 /* 20 */ 277 30, 35, 40, 45, 50 /* 20 */
265}; 278};
266 279
280int
267int get_power_from_ench(int ench) 281get_power_from_ench (int ench)
268{ 282{
269 if (ench < 0) ench = 0; 283 if (ench < 0)
270 if (ench > 20) ench = 20; 284 ench = 0;
285 if (ench > 20)
286 ench = 20;
271 return enc_to_item_power[ench]; 287 return enc_to_item_power[ench];
272} 288}
273 289
274/* This takes an object 'op' and figures out what its item_power 290/* 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 291 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns 292 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates. 293 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the 294 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code. 295 * the power. This is used in the treasure code.
280 */ 296 */
297int
281int calc_item_power(const object *op, int flag) 298calc_item_power (const object *op, int flag)
282{ 299{
283 int i, tmp, enc; 300 int i, tmp, enc;
284 301
285 enc = 0; 302 enc = 0;
286 for (i=0; i<NUM_STATS; i++) 303 for (i = 0; i < NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i); 304 enc += get_attr_value (&op->stats, i);
288 305
289 /* This protection logic is pretty flawed. 20% fire resistance 306 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or 307 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal 308 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against 309 * armour shouldn't be counted against
293 */ 310 */
294 tmp = 0; 311 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++) 312 for (i = 1; i < NROFATTACKS; i++)
296 tmp += op->resist[i]; 313 tmp += op->resist[i];
297 314
298 /* Add/substract 10 so that the rounding works out right */ 315 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20; 316 if (tmp > 0)
300 else if (tmp<0) enc += (tmp - 10) / 20; 317 enc += (tmp + 10) / 20;
318 else if (tmp < 0)
319 enc += (tmp - 10) / 20;
301 320
302 enc += op->magic; 321 enc += op->magic;
303 322
304 /* For each attacktype a weapon has, one more encantment. Start at 1 - 323 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total. 324 * physical doesn't count against total.
306 */ 325 */
307 if (op->type == WEAPON) { 326 if (op->type == WEAPON)
327 {
308 for (i=1; i<NROFATTACKS; i++) 328 for (i = 1; i < NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++; 329 if (op->attacktype & (1 << i))
330 enc++;
331 if (op->slaying)
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */ 332 enc += 2; /* What it slays is probably more relevent */
311 } 333 }
312 /* Items the player can equip */ 334 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) || 336 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) || 337 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) || 338 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317 (op->type == BRACERS ) || (op->type == CLOAK)) { 339 {
318 enc += op->stats.food; /* sustenance */ 340 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */ 341 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */ 342 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */ 343 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */ 344 enc += op->stats.exp; /* speed bonus */
323 } 345 }
324 enc += op->stats.luck; 346 enc += op->stats.luck;
325 347
326 /* Do spell paths now */ 348 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) { 349 for (i = 1; i < NRSPELLPATHS; i++)
350 {
328 if (op->path_attuned& (1 << i)) enc++; 351 if (op->path_attuned & (1 << i))
352 enc++;
329 else if (op->path_denied & (1 << i)) enc-=2; 353 else if (op->path_denied & (1 << i))
354 enc -= 2;
330 else if (op->path_repelled & (1 << i)) enc--; 355 else if (op->path_repelled & (1 << i))
356 enc--;
331 } 357 }
332 358
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; 359 if (QUERY_FLAG (op, FLAG_LIFESAVE))
360 enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; 361 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
362 enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; 363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
364 enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; 365 if (QUERY_FLAG (op, FLAG_STEALTH))
366 enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; 367 if (QUERY_FLAG (op, FLAG_XRAYS))
368 enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; 369 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; 371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1;
340 373
341 return get_power_from_ench(enc); 374 return get_power_from_ench (enc);
342 375
343} 376}
344 377
345/* returns the typedata that has a number equal to itemtype, if there 378/* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */ 379 * isn't one, returns NULL */
347 380
348const typedata *get_typedata(int itemtype) { 381const typedata *
382get_typedata (int itemtype)
383{
349 int i; 384 int i;
385
350 for (i=0;i<item_types_size;i++) 386 for (i = 0; i < item_types_size; i++)
351 if (item_types[i].number==itemtype) return &item_types[i]; 387 if (item_types[i].number == itemtype)
388 return &item_types[i];
352 return NULL; 389 return NULL;
353} 390}
354 391
355/* returns the typedata that has a name equal to itemtype, if there 392/* 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 393 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */ 394 * one return NULL */
358 395
396const typedata *
359const typedata *get_typedata_by_name(const char *name) { 397get_typedata_by_name (const char *name)
398{
360 int i; 399 int i;
400
361 for (i=0;i<item_types_size;i++) 401 for (i = 0; i < item_types_size; i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i];
363 for (i=0;i<item_types_size;i++)
364 if (!strcmp(item_types[i].name_pl, name)) { 402 if (!strcmp (item_types[i].name, name))
365 LOG(llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n",
367 name, item_types[i].name);
368 return &item_types[i]; 403 return &item_types[i];
369 } 404 for (i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name))
406 {
407 LOG (llevInfo,
408 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
409 return &item_types[i];
410 }
370 return NULL; 411 return NULL;
371} 412}
413
372/* describe_resistance generates the visible naming for resistances. 414/* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return 415 * returns a static array of the description. This can return
374 * a big buffer. 416 * a big buffer.
375 * if newline is true, we don't put parens around the description 417 * 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 418 * but do put a newline at the end. Useful when dumping to files
377 */ 419 */
420char *
378char *describe_resistance(const object *op, int newline) 421describe_resistance (const object *op, int newline)
379{ 422{
380 static char buf[VERY_BIG_BUF]; 423 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF]; 424 char buf1[VERY_BIG_BUF];
382 int tmpvar; 425 int tmpvar;
383 426
384 buf[0]=0; 427 buf[0] = 0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { 428 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
429 {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { 430 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
431 {
387 if (!newline) 432 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); 433 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else 434 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 435 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 436
392 strcat(buf, buf1); 437 strcat (buf, buf1);
393 } 438 }
394 } 439 }
395 return buf; 440 return buf;
396} 441}
397 442
398 443
399/* 444/*
400 * query_weight(object) returns a character pointer to a static buffer 445 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object. 446 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight(). 447 * The buffer will be overwritten by the next call to query_weight().
403 */ 448 */
404 449
450char *
405char *query_weight(const object *op) { 451query_weight (const object *op)
452{
406 static char buf[10]; 453 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; 454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
408 455
409 if(op->weight<0) 456 if (op->weight < 0)
410 return " "; 457 return " ";
411 if(i%1000) 458 if (i % 1000)
412 sprintf(buf,"%6.1f",i/1000.0); 459 sprintf (buf, "%6.1f", i / 1000.0);
413 else 460 else
414 sprintf(buf,"%4d ",i/1000); 461 sprintf (buf, "%4d ", i / 1000);
415 return buf; 462 return buf;
416} 463}
417 464
418/* 465/*
419 * Returns the pointer to a static buffer containing 466 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...) 467 * the number requested (of the form first, second, third...)
421 */ 468 */
422 469
470char *
423char *get_levelnumber(int i) { 471get_levelnumber (int i)
472{
424 static char buf[MAX_BUF]; 473 static char buf[MAX_BUF];
474
425 if (i > 99) { 475 if (i > 99)
476 {
426 sprintf(buf, "%d.", i); 477 sprintf (buf, "%d.", i);
427 return buf; 478 return buf;
428 } 479 }
429 if(i < 21) 480 if (i < 21)
430 return levelnumbers[i]; 481 return levelnumbers[i];
431 if(!(i%10)) 482 if (!(i % 10))
432 return levelnumbers_10[i/10]; 483 return levelnumbers_10[i / 10];
433 strcpy(buf, numbers_10[i/10]); 484 strcpy (buf, numbers_10[i / 10]);
434 strcat(buf, levelnumbers[i%10]); 485 strcat (buf, levelnumbers[i % 10]);
435 return buf; 486 return buf;
436} 487}
437 488
438 489
439/* 490/*
441 * in a static buffer. The buffer might be overwritten at the next 492 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number(). 493 * call to get_number().
443 * It is currently only used by the query_name() function. 494 * It is currently only used by the query_name() function.
444 */ 495 */
445 496
497char *
446char *get_number(int i) { 498get_number (int i)
499{
447 if(i<=20) 500 if (i <= 20)
448 return numbers[i]; 501 return numbers[i];
449 else { 502 else
503 {
450 static char buf[MAX_BUF]; 504 static char buf[MAX_BUF];
505
451 sprintf(buf,"%d",i); 506 sprintf (buf, "%d", i);
452 return buf; 507 return buf;
453 } 508 }
454} 509}
455 510
456/* 511/*
457 * Returns pointer to static buffer containing ring's or amulet's 512 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities 513 * abilities
460 * if describle_item() would be called to get this information and 515 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition. 516 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let 517 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names. 518 * client handle names.
464 */ 519 */
520
465/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 521/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t. 522 * from stats.sp - b.t.
467 */ 523 */
524char *
468char *ring_desc (const object *op) 525ring_desc (const object *op)
469{ 526{
470 static char buf[VERY_BIG_BUF]; 527 static char buf[VERY_BIG_BUF];
471 int attr, val,len; 528 int attr, val, len;
472 529
473 buf[0] = 0; 530 buf[0] = 0;
474 531
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) 532 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; 533 return buf;
534
535 for (attr = 0; attr < NUM_STATS; attr++)
536 {
537 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
540 }
541 }
542 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam)
547 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548 if (op->stats.ac)
549 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550
551 strcat (buf, describe_resistance (op, 0));
552
553 if (op->stats.food != 0)
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
555 /* else if (op->stats.food < 0)
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
557 if (op->stats.grace)
558 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559 if (op->stats.sp && op->type != SKILL)
560 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561 if (op->stats.hp)
562 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563 if (op->stats.luck)
564 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565 if (QUERY_FLAG (op, FLAG_LIFESAVE))
566 strcat (buf, "(lifesaving)");
567 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)");
573 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578
579 /* if(op->item_power)
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
581 */
582 if (buf[0] == 0 && op->type != SKILL)
583 strcpy (buf, "of adornment");
584
585
586 return buf;
528} 587}
529 588
530/* 589/*
531 * query_short_name(object) is similar to query_name, but doesn't 590 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.) 591 * contain any information about object status (worn/cursed/etc.)
533 */ 592 */
593const char *
534const char *query_short_name(const object *op) 594query_short_name (const object *op)
535{ 595{
536 static char buf[HUGE_BUF]; 596 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF]; 597 char buf2[HUGE_BUF];
538 int len=0; 598 int len = 0;
539 599
540 if(op->name == NULL) 600 if (op->name == NULL)
541 return "(null)"; 601 return "(null)";
602
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 603 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
543 return op->name; /* To speed things up (or make things slower?) */ 604 return op->name; /* To speed things up (or make things slower?) */
544 605
545 if (op->nrof <= 1) 606 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF); 607 safe_strcat (buf, op->name, &len, HUGE_BUF);
547 else 608 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF); 609 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
549 610
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 611 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
612 {
551 safe_strcat(buf, " ", &len, HUGE_BUF); 613 safe_strcat (buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF); 614 safe_strcat (buf, op->title, &len, HUGE_BUF);
553 }
554
555 switch(op->type) {
556 case SPELLBOOK:
557 case SCROLL:
558 case WAND:
559 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
561 if(!op->title) {
562 safe_strcat(buf," of ", &len, HUGE_BUF);
563 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
565 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
567 }
568 if(op->type != SPELLBOOK) {
569 sprintf(buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF);
571 }
572 } 615 }
573 break;
574 616
617 switch (op->type)
618 {
619 case SPELLBOOK:
620 case SCROLL:
621 case WAND:
622 case ROD:
623 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
624 {
625 if (!op->title)
626 {
627 safe_strcat (buf, " of ", &len, HUGE_BUF);
628 if (op->inv)
629 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
630 else
631 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
632 }
633 if (op->type != SPELLBOOK)
634 {
635 sprintf (buf2, " (lvl %d)", op->level);
636 safe_strcat (buf, buf2, &len, HUGE_BUF);
637 }
638 }
639 break;
640
575 case SKILL: 641 case SKILL:
576 case AMULET: 642 case AMULET:
577 case RING: 643 case RING:
578 if (!op->title) { 644 if (!op->title)
645 {
579 /* If ring has a title, full description isn't so useful */ 646 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op); 647 char *s = ring_desc (op);
581 if (s[0]) { 648
649 if (s[0])
650 {
582 safe_strcat (buf, " ", &len, HUGE_BUF); 651 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF); 652 safe_strcat (buf, s, &len, HUGE_BUF);
584 } 653 }
585 } 654 }
586 break; 655 break;
587 default: 656 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 657 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))) { 658 {
590 sprintf(buf2, " %+d", op->magic); 659 sprintf (buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF); 660 safe_strcat (buf, buf2, &len, HUGE_BUF);
592 } 661 }
593 } 662 }
594 return buf; 663 return buf;
595} 664}
596 665
597/* 666/*
598 * query_name(object) returns a character pointer pointing to a static 667 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name 668 * 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 672 * 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 673 * 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.) 674 * use several names much easier (don't need to store them to temp variables.)
606 * 675 *
607 */ 676 */
677char *
608char *query_name(const object *op) { 678query_name (const object *op)
679{
609 static char buf[5][HUGE_BUF]; 680 static char buf[5][HUGE_BUF];
610 static int use_buf=0; 681 static int use_buf = 0;
611 int len=0; 682 int len = 0;
683
612#ifdef NEW_MATERIAL_CODE 684#ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt; 685 materialtype_t *mt;
614#endif 686#endif
615 687
616 use_buf++; 688 use_buf++;
617 use_buf %=5; 689 use_buf %= 5;
618 690
619#ifdef NEW_MATERIAL_CODE 691#ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { 692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
693 {
621 mt = name_to_material(op->materialname); 694 mt = name_to_material (op->materialname);
622 if (mt) { 695 if (mt)
696 {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); 697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); 698 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
625 } 699 }
626 } 700 }
627#endif 701#endif
628 702
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); 703 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
630 704
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED)) 705 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); 706 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) || 707 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); 708 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
636 709
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { 710 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
711 {
638 if(QUERY_FLAG(op,FLAG_DAMNED)) 712 if (QUERY_FLAG (op, FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); 713 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED)) 714 else if (QUERY_FLAG (op, FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); 715 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 } 716 }
643 /* Basically, if the object is known magical (detect magic spell on it), 717 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that 718 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set 719 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical. 720 * KNOWN_MAGICAL if the item actually is magical.
647 * 721 *
648 * Changed in V 0.91.4 - still print that the object is magical even 722 * 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 723 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items. 724 * abilities, especially for artifact items.
651 */ 725 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) 726 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); 727 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
654 728
655#if 0 729#if 0
656 /* item_power will be returned in desribe_item - it shouldn't really 730 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name. 731 * be returned in the name.
658 */ 732 */
659 if(op->item_power) 733 if (op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", 734 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
661 op->item_power);
662 735
663#endif 736#endif
664 737
665 if (QUERY_FLAG(op,FLAG_APPLIED)) { 738 if (QUERY_FLAG (op, FLAG_APPLIED))
739 {
666 switch(op->type) { 740 switch (op->type)
667 case BOW: 741 {
668 case WAND: 742 case BOW:
669 case ROD: 743 case WAND:
670 case HORN: 744 case ROD:
745 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); 746 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
672 break; 747 break;
673 case WEAPON: 748 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); 749 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
675 break; 750 break;
676 case ARMOUR: 751 case ARMOUR:
677 case HELMET: 752 case HELMET:
678 case SHIELD: 753 case SHIELD:
679 case RING: 754 case RING:
680 case BOOTS: 755 case BOOTS:
681 case GLOVES: 756 case GLOVES:
682 case AMULET: 757 case AMULET:
683 case GIRDLE: 758 case GIRDLE:
684 case BRACERS: 759 case BRACERS:
685 case CLOAK: 760 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); 761 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
687 break; 762 break;
688 case CONTAINER: 763 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); 764 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
690 break; 765 break;
691 case SKILL: 766 case SKILL:
692 default: 767 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); 768 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
694 } 769 }
695 } 770 }
696 if(QUERY_FLAG(op, FLAG_UNPAID)) 771 if (QUERY_FLAG (op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); 772 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
698 773
699 return buf[use_buf]; 774 return buf[use_buf];
700} 775}
701 776
702/* 777/*
703 * query_base_name(object) returns a character pointer pointing to a static 778 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name 779 * 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 781 * 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 782 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client. 783 * and sending to client.
709 * If plural is set, we generate the plural name of this. 784 * If plural is set, we generate the plural name of this.
710 */ 785 */
786const char *
711const char *query_base_name(const object *op, int plural) { 787query_base_name (const object *op, int plural)
788{
712 static char buf[MAX_BUF], buf2[MAX_BUF]; 789 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len; 790 int len;
714 materialtype_t *mt; 791 materialtype_t *mt;
715 792
716 if((!plural && !op->name) || (plural && !op->name_pl)) 793 if ((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)"; 794 return "(null)";
718 795
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op)) 796 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
720 return op->name; /* To speed things up (or make things slower?) */ 797 return op->name; /* To speed things up (or make things slower?) */
721 798
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) 799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
723 mt = name_to_material(op->materialname); 800 mt = name_to_material (op->materialname);
724 801
725#ifdef NEW_MATERIAL_CODE 802#ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && 803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name && 804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
728 !(op->material & M_SPECIAL)) { 805 {
729 strcpy(buf, mt->description); 806 strcpy (buf, mt->description);
730 len=strlen(buf); 807 len = strlen (buf);
731 safe_strcat(buf, " ", &len, MAX_BUF); 808 safe_strcat (buf, " ", &len, MAX_BUF);
732 if (!plural) 809 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF); 810 safe_strcat (buf, op->name, &len, MAX_BUF);
734 else 811 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF); 812 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
736 } else { 813 }
814 else
815 {
737#endif 816#endif
738 if (!plural) 817 if (!plural)
739 strcpy(buf, op->name); 818 strcpy (buf, op->name);
740 else 819 else
741 strcpy(buf, op->name_pl); 820 strcpy (buf, op->name_pl);
742 len=strlen(buf); 821 len = strlen (buf);
743#ifdef NEW_MATERIAL_CODE 822#ifdef NEW_MATERIAL_CODE
744 } 823 }
745#endif 824#endif
746 825
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { 826 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
827 {
748 safe_strcat(buf, " ", &len, MAX_BUF); 828 safe_strcat (buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF); 829 safe_strcat (buf, op->title, &len, MAX_BUF);
750 }
751
752 switch(op->type) {
753 case SPELLBOOK:
754 case SCROLL:
755 case WAND:
756 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
758 if(!op->title) {
759 safe_strcat(buf," of ", &len, MAX_BUF);
760 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF);
762 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
764 }
765 if(op->type != SPELLBOOK) {
766 sprintf(buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF);
768 }
769 } 830 }
770 break;
771 831
832 switch (op->type)
833 {
834 case SPELLBOOK:
835 case SCROLL:
836 case WAND:
837 case ROD:
838 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
839 {
840 if (!op->title)
841 {
842 safe_strcat (buf, " of ", &len, MAX_BUF);
843 if (op->inv)
844 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
845 else
846 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
847 }
848 if (op->type != SPELLBOOK)
849 {
850 sprintf (buf2, " (lvl %d)", op->level);
851 safe_strcat (buf, buf2, &len, MAX_BUF);
852 }
853 }
854 break;
772 855
856
773 case SKILL: 857 case SKILL:
774 case AMULET: 858 case AMULET:
775 case RING: 859 case RING:
776 if (!op->title) { 860 if (!op->title)
861 {
777 /* If ring has a title, full description isn't so useful */ 862 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op); 863 char *s = ring_desc (op);
779 if (s[0]) { 864
865 if (s[0])
866 {
780 safe_strcat (buf, " ", &len, MAX_BUF); 867 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF); 868 safe_strcat (buf, s, &len, MAX_BUF);
782 } 869 }
783 } 870 }
784 break; 871 break;
785 default: 872 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && 873 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))) { 874 {
788 sprintf(buf + strlen(buf), " %+d", op->magic); 875 sprintf (buf + strlen (buf), " %+d", op->magic);
789 } 876 }
790 } 877 }
791 return buf; 878 return buf;
792} 879}
793 880
794/* Break this off from describe_item - that function was way 881/* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals 882 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only 883 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description 884 * be called with monster & player objects. Returns a description
798 * in a static buffer. 885 * in a static buffer.
799 */ 886 */
800 887
888static char *
801static char *describe_monster(const object *op) { 889describe_monster (const object *op)
890{
802 char buf[MAX_BUF]; 891 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF]; 892 static char retbuf[VERY_BIG_BUF];
804 int i; 893 int i;
805 894
806 retbuf[0]='\0'; 895 retbuf[0] = '\0';
807 896
808 /* Note that the resolution this provides for players really isn't 897 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will 898 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category. 899 * fall into the 'lightning fast movement' category.
811 */ 900 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) { 901 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
902 {
813 switch((int)((FABS(op->speed))*15)) { 903 switch ((int) ((FABS (op->speed)) * 15))
814 case 0: 904 {
905 case 0:
815 strcat(retbuf,"(very slow movement)"); 906 strcat (retbuf, "(very slow movement)");
816 break; 907 break;
817 case 1: 908 case 1:
818 strcat(retbuf,"(slow movement)"); 909 strcat (retbuf, "(slow movement)");
819 break; 910 break;
820 case 2: 911 case 2:
821 strcat(retbuf,"(normal movement)"); 912 strcat (retbuf, "(normal movement)");
822 break; 913 break;
823 case 3: 914 case 3:
824 case 4: 915 case 4:
825 strcat(retbuf,"(fast movement)"); 916 strcat (retbuf, "(fast movement)");
826 break; 917 break;
827 case 5: 918 case 5:
828 case 6: 919 case 6:
829 strcat(retbuf,"(very fast movement)"); 920 strcat (retbuf, "(very fast movement)");
830 break; 921 break;
831 case 7: 922 case 7:
832 case 8: 923 case 8:
833 case 9: 924 case 9:
834 case 10: 925 case 10:
835 strcat(retbuf,"(extremely fast movement)"); 926 strcat (retbuf, "(extremely fast movement)");
836 break; 927 break;
837 default: 928 default:
838 strcat(retbuf,"(lightning fast movement)"); 929 strcat (retbuf, "(lightning fast movement)");
839 break; 930 break;
840 } 931 }
841 } 932 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD)) 933 if (QUERY_FLAG (op, FLAG_UNDEAD))
843 strcat(retbuf,"(undead)"); 934 strcat (retbuf, "(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) 935 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)"); 936 strcat (retbuf, "(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON)) 937 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)"); 938 strcat (retbuf, "(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW)) 939 if (QUERY_FLAG (op, FLAG_USE_BOW))
849 strcat(retbuf,"(archer)"); 940 strcat (retbuf, "(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) 941 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)"); 942 strcat (retbuf, "(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING)) 943 if (QUERY_FLAG (op, FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)"); 944 strcat (retbuf, "(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL)) 945 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)"); 946 strcat (retbuf, "(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE)) 947 if (QUERY_FLAG (op, FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)"); 948 strcat (retbuf, "(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) 949 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)"); 950 strcat (retbuf, "(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL)) 951 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)"); 952 strcat (retbuf, "(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY)) 953 if (QUERY_FLAG (op, FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)"); 954 strcat (retbuf, "(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) 955 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)"); 956 strcat (retbuf, "(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK)) 957 if (QUERY_FLAG (op, FLAG_HITBACK))
867 strcat(retbuf,"(hitback)"); 958 strcat (retbuf, "(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH)) 959 if (QUERY_FLAG (op, FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)"); 960 strcat (retbuf, "(stealthy)");
870 if(op->randomitems != NULL) { 961 if (op->randomitems != NULL)
962 {
871 treasure *t; 963 treasure *t;
872 int first = 1; 964 int first = 1;
965
873 for(t=op->randomitems->items; t != NULL; t=t->next) 966 for (t = op->randomitems->items; t != NULL; t = t->next)
874 if(t->item && (t->item->clone.type == SPELL)) { 967 if (t->item && (t->item->clone.type == SPELL))
875 if(first) { 968 {
876 first = 0; 969 if (first)
970 {
971 first = 0;
877 strcat(retbuf,"(Spell abilities:)"); 972 strcat (retbuf, "(Spell abilities:)");
878 } 973 }
879 strcat(retbuf,"("); 974 strcat (retbuf, "(");
880 strcat(retbuf,t->item->clone.name); 975 strcat (retbuf, t->item->clone.name);
881 strcat(retbuf,")"); 976 strcat (retbuf, ")");
977 }
882 } 978 }
883 }
884 if (op->type == PLAYER) { 979 if (op->type == PLAYER)
885 if(op->contr->digestion) { 980 {
886 if(op->contr->digestion!=0) 981 if (op->contr->digestion)
982 {
983 if (op->contr->digestion != 0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion); 984 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
888 strcat(retbuf,buf); 985 strcat (retbuf, buf);
889 } 986 }
890 if(op->contr->gen_grace) { 987 if (op->contr->gen_grace)
988 {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace); 989 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
892 strcat(retbuf,buf); 990 strcat (retbuf, buf);
893 } 991 }
894 if(op->contr->gen_sp) { 992 if (op->contr->gen_sp)
993 {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp); 994 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
896 strcat(retbuf,buf); 995 strcat (retbuf, buf);
897 } 996 }
898 if(op->contr->gen_hp) { 997 if (op->contr->gen_hp)
998 {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); 999 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
900 strcat(retbuf,buf); 1000 strcat (retbuf, buf);
901 } 1001 }
902 if(op->stats.luck) { 1002 if (op->stats.luck)
1003 {
903 sprintf(buf,"(luck%+d)",op->stats.luck); 1004 sprintf (buf, "(luck%+d)", op->stats.luck);
904 strcat(retbuf,buf); 1005 strcat (retbuf, buf);
905 } 1006 }
906 } 1007 }
907 1008
908 /* describe attacktypes */ 1009 /* describe attacktypes */
909 if (is_dragon_pl(op)) { 1010 if (is_dragon_pl (op))
1011 {
910 /* for dragon players display the attacktypes from clawing skill 1012 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down - 1013 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable. 1014 * this makes it more readable.
913 */ 1015 */
914 object *tmp; 1016 object *tmp;
915 1017
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) 1018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; 1019 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1020 break;
918 1021
919 if (tmp && tmp->attacktype!=0) { 1022 if (tmp && tmp->attacktype != 0)
1023 {
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); 1024 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
921 } 1025 }
922 else { 1026 else
1027 {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1028 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
924 } 1029 }
925 } else { 1030 }
1031 else
1032 {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1033 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
927 } 1034 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1035 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1036 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1037 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
931 for (i=0; i < NROFATTACKS; i++) { 1038 for (i = 0; i < NROFATTACKS; i++)
1039 {
932 if (op->resist[i]) { 1040 if (op->resist[i])
1041 {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1042 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf); 1043 strcat (retbuf, buf);
935 } 1044 }
936 } 1045 }
937 return retbuf; 1046 return retbuf;
938} 1047}
939 1048
940 1049
941/* 1050/*
942 * Returns a pointer to a static buffer which contains a 1051 * Returns a pointer to a static buffer which contains a
963 * Add 'owner' who is the person examining this object. 1072 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this 1073 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like) 1074 * item (eg, debug dump or the like)
966 */ 1075 */
967 1076
1077char *
968char *describe_item(const object *op, object *owner) { 1078describe_item (const object *op, object *owner)
1079{
969 char buf[MAX_BUF]; 1080 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF]; 1081 static char retbuf[VERY_BIG_BUF];
971 int identified,i; 1082 int identified, i;
972 1083
973 retbuf[0]='\0'; 1084 retbuf[0] = '\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { 1085 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1086 {
975 return describe_monster(op); 1087 return describe_monster (op);
976 } 1088 }
977 /* figure this out once, instead of making multiple calls to need_identify. 1089 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read. 1090 * also makes the code easier to read.
979 */ 1091 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; 1092 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1093 identified = 1;
981 else { 1094 else
1095 {
982 strcpy(retbuf,"(unidentified)"); 1096 strcpy (retbuf, "(unidentified)");
983 identified = 0; 1097 identified = 0;
984 } 1098 }
985 switch(op->type) { 1099 switch (op->type)
986 case BOW: 1100 {
987 case ARROW: 1101 case BOW:
988 case WAND: 1102 case ARROW:
989 case ROD: 1103 case WAND:
990 case HORN: 1104 case ROD:
991 case WEAPON: 1105 case HORN:
992 case ARMOUR: 1106 case WEAPON:
993 case HELMET: 1107 case ARMOUR:
994 case SHIELD: 1108 case HELMET:
995 case BOOTS: 1109 case SHIELD:
996 case GLOVES: 1110 case BOOTS:
997 case GIRDLE: 1111 case GLOVES:
998 case BRACERS: 1112 case GIRDLE:
999 case CLOAK: 1113 case BRACERS:
1114 case CLOAK:
1000 case SKILL_TOOL: 1115 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */ 1116 break; /* We have more information to do below this switch */
1002 1117
1003 case POWER_CRYSTAL: 1118 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/ 1119 if (op->stats.maxsp > 1000)
1120 { /*higher capacity crystals */
1005 i = (op->stats.maxsp%100)/10; 1121 i = (op->stats.maxsp % 100) / 10;
1006 if (i) 1122 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); 1123 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1008 else 1124 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); 1125 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1010 }else 1126 }
1127 else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); 1128 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1012 strcat(retbuf,buf); 1129 strcat (retbuf, buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp; 1130 i = (op->stats.sp * 10) / op->stats.maxsp;
1014 if (op->stats.sp==0) 1131 if (op->stats.sp == 0)
1015 strcat(retbuf,"empty."); 1132 strcat (retbuf, "empty.");
1016 else if (i==0) 1133 else if (i == 0)
1017 strcat(retbuf,"almost empty."); 1134 strcat (retbuf, "almost empty.");
1018 else if (i<3) 1135 else if (i < 3)
1019 strcat(retbuf,"partially filled."); 1136 strcat (retbuf, "partially filled.");
1020 else if (i<6) 1137 else if (i < 6)
1021 strcat(retbuf,"half full."); 1138 strcat (retbuf, "half full.");
1022 else if (i<9) 1139 else if (i < 9)
1023 strcat(retbuf,"well charged."); 1140 strcat (retbuf, "well charged.");
1024 else if (op->stats.sp == op->stats.maxsp) 1141 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged."); 1142 strcat (retbuf, "fully charged.");
1026 else 1143 else
1027 strcat(retbuf,"almost full."); 1144 strcat (retbuf, "almost full.");
1028 break; 1145 break;
1029 case FOOD: 1146 case FOOD:
1030 case FLESH: 1147 case FLESH:
1031 case DRINK: 1148 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1149 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1150 {
1033 sprintf(buf,"(food+%d)", op->stats.food); 1151 sprintf (buf, "(food+%d)", op->stats.food);
1034 strcat(retbuf, buf); 1152 strcat (retbuf, buf);
1035 1153
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { 1154 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1155 {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); 1156 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1157 strcat (retbuf, buf);
1158 }
1159
1160 if (!QUERY_FLAG (op, FLAG_CURSED))
1161 {
1162 if (op->stats.hp)
1163 strcat (retbuf, "(heals)");
1164 if (op->stats.sp)
1165 strcat (retbuf, "(spellpoint regen)");
1166 }
1167 else
1168 {
1169 if (op->stats.hp)
1170 strcat (retbuf, "(damages)");
1171 if (op->stats.sp)
1172 strcat (retbuf, "(spellpoint depletion)");
1173 }
1174 }
1175 break;
1176
1177
1178 case SKILL:
1179 case RING:
1180 case AMULET:
1181 if (op->item_power)
1182 {
1183 sprintf (buf, "(item_power %+d)", op->item_power);
1038 strcat(retbuf, buf); 1184 strcat (retbuf, buf);
1039 } 1185 }
1040 1186 if (op->title)
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) { 1187 strcat (retbuf, ring_desc (op));
1042 if (op->stats.hp) 1188 return retbuf;
1043 strcat(retbuf,"(heals)"); 1189
1044 if (op->stats.sp) 1190 default:
1045 strcat(retbuf,"(spellpoint regen)"); 1191 return retbuf;
1046 }
1047 else {
1048 if (op->stats.hp)
1049 strcat(retbuf,"(damages)");
1050 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)");
1052 }
1053 } 1192 }
1054 break;
1055 1193
1056
1057 case SKILL:
1058 case RING:
1059 case AMULET:
1060 if(op->item_power) {
1061 sprintf(buf,"(item_power %+d)",op->item_power);
1062 strcat(retbuf,buf);
1063 }
1064 if (op->title)
1065 strcat (retbuf, ring_desc(op));
1066 return retbuf;
1067
1068 default:
1069 return retbuf;
1070 }
1071
1072 /* Down here, we more further describe equipment type items. 1194 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like. 1195 * only describe them if they have been identified or the like.
1074 */ 1196 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { 1197 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1198 {
1076 int attr,val; 1199 int attr, val;
1077 1200
1078 for (attr=0; attr<NUM_STATS; attr++) { 1201 for (attr = 0; attr < NUM_STATS; attr++)
1202 {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) { 1203 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1204 {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val); 1205 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf); 1206 strcat (retbuf, buf);
1082 } 1207 }
1083 } 1208 }
1084 1209
1085 if(op->stats.exp) { 1210 if (op->stats.exp)
1211 {
1086 sprintf(buf,"(speed %+lld)",op->stats.exp); 1212 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1087 strcat(retbuf,buf); 1213 strcat (retbuf, buf);
1088 } 1214 }
1089 1215
1090 1216
1091 switch(op->type) { 1217 switch (op->type)
1092 case BOW: 1218 {
1219 case BOW:
1093 case ARROW: 1220 case ARROW:
1094 case GIRDLE: 1221 case GIRDLE:
1095 case HELMET: 1222 case HELMET:
1096 case SHIELD: 1223 case SHIELD:
1097 case BOOTS: 1224 case BOOTS:
1098 case GLOVES: 1225 case GLOVES:
1099 case WEAPON: 1226 case WEAPON:
1100 case SKILL: 1227 case SKILL:
1101 case RING: 1228 case RING:
1102 case AMULET: 1229 case AMULET:
1103 case ARMOUR: 1230 case ARMOUR:
1104 case BRACERS: 1231 case BRACERS:
1105 case FORCE: 1232 case FORCE:
1106 case CLOAK: 1233 case CLOAK:
1107 if(op->stats.wc) { 1234 if (op->stats.wc)
1235 {
1108 sprintf(buf,"(wc%+d)",op->stats.wc); 1236 sprintf (buf, "(wc%+d)", op->stats.wc);
1109 strcat(retbuf,buf); 1237 strcat (retbuf, buf);
1110 } 1238 }
1111 if(op->stats.dam) { 1239 if (op->stats.dam)
1240 {
1112 sprintf(buf,"(dam%+d)",op->stats.dam); 1241 sprintf (buf, "(dam%+d)", op->stats.dam);
1113 strcat(retbuf,buf); 1242 strcat (retbuf, buf);
1114 } 1243 }
1115 if(op->stats.ac) { 1244 if (op->stats.ac)
1245 {
1116 sprintf(buf,"(ac%+d)",op->stats.ac); 1246 sprintf (buf, "(ac%+d)", op->stats.ac);
1117 strcat(retbuf,buf); 1247 strcat (retbuf, buf);
1118 } 1248 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) { 1249 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1250 {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); 1251 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1121 strcat(retbuf,buf); 1252 strcat (retbuf, buf);
1122 } 1253 }
1123 break; 1254 break;
1124 1255
1125 default: 1256 default:
1126 break; 1257 break;
1127 } 1258 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS)) 1259 if (QUERY_FLAG (op, FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)"); 1260 strcat (retbuf, "(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) 1261 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)"); 1262 strcat (retbuf, "(infravision)");
1132 1263
1133 /* levitate was what is was before, so we'll keep it */ 1264 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW) 1265 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)"); 1266 strcat (retbuf, "(levitate)");
1136 1267
1137 if (op->move_type & MOVE_FLY_HIGH) 1268 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)"); 1269 strcat (retbuf, "(fly)");
1139 1270
1140 if (op->move_type & MOVE_SWIM) 1271 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)"); 1272 strcat (retbuf, "(swim)");
1142 1273
1143 /* walking is presumed as 'normal', so doesn't need mentioning */ 1274 /* walking is presumed as 'normal', so doesn't need mentioning */
1144 1275
1145 if(op->item_power) { 1276 if (op->item_power)
1277 {
1146 sprintf(buf,"(item_power %+d)",op->item_power); 1278 sprintf (buf, "(item_power %+d)", op->item_power);
1147 strcat(retbuf,buf); 1279 strcat (retbuf, buf);
1148 } 1280 }
1149 } /* End if identified or applied */ 1281 } /* End if identified or applied */
1150 1282
1151 /* This blocks only deals with fully identified object. 1283 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above - 1284 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added. 1285 * in this way, information is added.
1154 */ 1286 */
1155 if(identified) { 1287 if (identified)
1288 {
1156 int more_info = 0; 1289 int more_info = 0;
1157 1290
1158 switch(op->type) { 1291 switch (op->type)
1292 {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */ 1293 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */ 1294 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW: 1295 case BOW:
1162 case ARROW: 1296 case ARROW:
1163 case WAND: 1297 case WAND:
1164 case FOOD: 1298 case FOOD:
1165 case FLESH: 1299 case FLESH:
1166 case DRINK: 1300 case DRINK:
1167 more_info = 0; 1301 more_info = 0;
1168 break; 1302 break;
1169 1303
1170 /* Armor type objects */ 1304 /* Armor type objects */
1171 case ARMOUR: 1305 case ARMOUR:
1172 case HELMET: 1306 case HELMET:
1173 case SHIELD: 1307 case SHIELD:
1174 case BOOTS: 1308 case BOOTS:
1175 case GLOVES: 1309 case GLOVES:
1176 case GIRDLE: 1310 case GIRDLE:
1177 case BRACERS: 1311 case BRACERS:
1178 case CLOAK: 1312 case CLOAK:
1179 if (ARMOUR_SPEED(op)) { 1313 if (ARMOUR_SPEED (op))
1314 {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); 1315 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1181 strcat(retbuf, buf); 1316 strcat (retbuf, buf);
1182 } 1317 }
1183 if (ARMOUR_SPELLS(op)) { 1318 if (ARMOUR_SPELLS (op))
1319 {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); 1320 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1185 strcat(retbuf, buf); 1321 strcat (retbuf, buf);
1186 } 1322 }
1187 more_info=1; 1323 more_info = 1;
1188 break; 1324 break;
1189 1325
1190 case WEAPON: 1326 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results 1327 /* Calculate it the same way fix_player does so the results
1192 * make sense. 1328 * make sense.
1193 */ 1329 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2; 1330 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1195 if (i<0) i=0; 1331 if (i < 0)
1332 i = 0;
1196 1333
1197 sprintf(buf,"(weapon speed %d)", i); 1334 sprintf (buf, "(weapon speed %d)", i);
1198 strcat(retbuf, buf); 1335 strcat (retbuf, buf);
1199 more_info=1; 1336 more_info = 1;
1200 break; 1337 break;
1201 1338
1202 } 1339 }
1203 if (more_info) { 1340 if (more_info)
1341 {
1204 if(op->stats.food) { 1342 if (op->stats.food)
1205 if(op->stats.food!=0) 1343 {
1344 if (op->stats.food != 0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food); 1345 sprintf (buf, "(sustenance%+d)", op->stats.food);
1207 strcat(retbuf,buf); 1346 strcat (retbuf, buf);
1208 } 1347 }
1209 if(op->stats.grace) { 1348 if (op->stats.grace)
1349 {
1210 sprintf(buf,"(grace%+d)",op->stats.grace); 1350 sprintf (buf, "(grace%+d)", op->stats.grace);
1211 strcat(retbuf,buf); 1351 strcat (retbuf, buf);
1212 } 1352 }
1213 if(op->stats.sp) { 1353 if (op->stats.sp)
1354 {
1214 sprintf(buf,"(magic%+d)",op->stats.sp); 1355 sprintf (buf, "(magic%+d)", op->stats.sp);
1215 strcat(retbuf,buf); 1356 strcat (retbuf, buf);
1216 } 1357 }
1217 if(op->stats.hp) { 1358 if (op->stats.hp)
1359 {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp); 1360 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1219 strcat(retbuf,buf); 1361 strcat (retbuf, buf);
1220 } 1362 }
1221 } 1363 }
1222 1364
1223 if(op->stats.luck) { 1365 if (op->stats.luck)
1366 {
1224 sprintf(buf,"(luck%+d)",op->stats.luck); 1367 sprintf (buf, "(luck%+d)", op->stats.luck);
1225 strcat(retbuf,buf); 1368 strcat (retbuf, buf);
1226 } 1369 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE)) 1370 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)"); 1371 strcat (retbuf, "(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) 1372 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)"); 1373 strcat (retbuf, "(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) 1374 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)"); 1375 strcat (retbuf, "(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH)) 1376 if (QUERY_FLAG (op, FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)"); 1377 strcat (retbuf, "(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) { 1378 if (op->slaying != NULL && op->type != FOOD)
1379 {
1236 sprintf(buf,"(slay %s)",op->slaying); 1380 sprintf (buf, "(slay %s)", &op->slaying);
1237 strcat(retbuf,buf); 1381 strcat (retbuf, buf);
1238 } 1382 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); 1383 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If 1384 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances 1385 * non flesh, everyone can see its resistances
1242 */ 1386 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner))) 1387 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1244 strcat(retbuf,describe_resistance(op, 0)); 1388 strcat (retbuf, describe_resistance (op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); 1389 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); 1390 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); 1391 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1248 } 1392 }
1249 1393
1250 return retbuf; 1394 return retbuf;
1251} 1395}
1252 1396
1253/* Return true if the item is magical. A magical item is one that 1397/* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance, 1398 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact. 1399 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item 1400 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical. 1401 * should be marked as magical.
1258 */ 1402 */
1259 1403
1404int
1260int is_magical(const object *op) { 1405is_magical (const object *op)
1406{
1261 int i; 1407 int i;
1262 1408
1263 /* living creatures are considered non magical */ 1409 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; 1410 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; 1411 return 0;
1412
1413 /* This is a test for it being an artifact, as artifacts have titles */
1414 if (op->title != NULL)
1415 return 1;
1416
1417 /* Handle rings and amulets specially. If they change any of these
1418 * values, it means they are magical.
1419 */
1420 if ((op->type == AMULET || op->type == RING) &&
1421 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1422 return 1;
1423
1424 /* Check for stealty, speed, flying, or just plain magic in the boots */
1425 /* Presume any boots that hvae a move_type are special. */
1426 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1427 return 1;
1428
1429 /* Take care of amulet/shield that reflects spells/missiles */
1430 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1431 return 1;
1432
1433 /* Take care of helmet of xrays */
1434 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1435 return 1;
1436
1437 /* Potions & rods are always magical. Wands/staves are also magical,
1438 * assuming they still have any charges left.
1439 */
1440 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1441 return 1;
1442
1443 /* if something gives a protection, either positive or negative, its magical */
1444 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1445 * so this always works out fine.
1446 */
1447 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1448 if (op->resist[i])
1449 return 1;
1450
1451 /* Physical protection is expected on some item types, so they should
1452 * not be considered magical.
1453 */
1454 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1455 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1456 return 1;
1457
1458 /* power crystal, spellbooks, and scrolls are always magical. */
1459 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1460 return 1;
1461
1462 /* Check to see if it increases/decreases any stats */
1463 for (i = 0; i < NUM_STATS; i++)
1464 if (get_attr_value (&(op->stats), i) != 0)
1465 return 1;
1466
1467 /* If it doesn't fall into any of the above categories, must
1468 * be non magical.
1469 */
1470 return 0;
1324} 1471}
1325 1472
1326/* need_identify returns true if the item should be identified. This 1473/* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified 1474 * function really should not exist - by default, any item not identified
1328 * should need it. 1475 * should need it.
1329 */ 1476 */
1330 1477
1478int
1331int need_identify(const object *op) { 1479need_identify (const object *op)
1480{
1332 switch(op->type) { 1481 switch (op->type)
1333 case RING: 1482 {
1334 case WAND: 1483 case RING:
1335 case ROD: 1484 case WAND:
1336 case HORN: 1485 case ROD:
1337 case SCROLL: 1486 case HORN:
1338 case SKILL: 1487 case SCROLL:
1488 case SKILL:
1339 case SKILLSCROLL: 1489 case SKILLSCROLL:
1340 case SPELLBOOK: 1490 case SPELLBOOK:
1341 case FOOD: 1491 case FOOD:
1342 case POTION: 1492 case POTION:
1343 case BOW: 1493 case BOW:
1344 case ARROW: 1494 case ARROW:
1345 case WEAPON: 1495 case WEAPON:
1346 case ARMOUR: 1496 case ARMOUR:
1347 case SHIELD: 1497 case SHIELD:
1348 case HELMET: 1498 case HELMET:
1349 case AMULET: 1499 case AMULET:
1350 case BOOTS: 1500 case BOOTS:
1351 case GLOVES: 1501 case GLOVES:
1352 case BRACERS: 1502 case BRACERS:
1353 case GIRDLE: 1503 case GIRDLE:
1354 case CONTAINER: 1504 case CONTAINER:
1355 case DRINK: 1505 case DRINK:
1356 case FLESH: 1506 case FLESH:
1357 case INORGANIC: 1507 case INORGANIC:
1358 case CLOSE_CON: 1508 case CLOSE_CON:
1359 case CLOAK: 1509 case CLOAK:
1360 case GEM: 1510 case GEM:
1361 case POWER_CRYSTAL: 1511 case POWER_CRYSTAL:
1362 case POISON: 1512 case POISON:
1363 case BOOK: 1513 case BOOK:
1364 case SKILL_TOOL: 1514 case SKILL_TOOL:
1365 return 1; 1515 return 1;
1366 } 1516 }
1367 /* Try to track down some stuff that may show up here. Thus, the 1517 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed. 1518 * archetype file can be updated, and this function removed.
1369 */ 1519 */
1370#if 0 1520#if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); 1521 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1372#endif 1522#endif
1373 return 0; 1523 return 0;
1374} 1524}
1375 1525
1376 1526
1377/* 1527/*
1378 * Supposed to fix face-values as well here, but later. 1528 * Supposed to fix face-values as well here, but later.
1379 */ 1529 */
1380 1530
1531void
1381void identify(object *op) { 1532identify (object *op)
1533{
1382 object *pl; 1534 object *pl;
1383 1535
1384 SET_FLAG(op,FLAG_IDENTIFIED); 1536 SET_FLAG (op, FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); 1537 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); 1538 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1387 1539
1388 /* 1540 /*
1389 * We want autojoining of equal objects: 1541 * We want autojoining of equal objects:
1390 */ 1542 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) 1543 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED); 1544 SET_FLAG (op, FLAG_KNOWN_CURSED);
1393 1545
1394 if (op->type == POTION) { 1546 if (op->type == POTION)
1547 {
1395 if (op->inv && op->randomitems) { 1548 if (op->inv && op->randomitems)
1396 if (op->title) free_string(op->title);
1397 op->title = add_refcount(op->inv->name); 1549 op->title = op->inv->name;
1398 } else if (op->arch) { 1550 else if (op->arch)
1399 free_string(op->name); 1551 {
1400 op->name = add_refcount(op->arch->clone.name); 1552 op->name = op->arch->clone.name;
1401 free_string(op->name_pl);
1402 op->name_pl = add_refcount(op->arch->clone.name_pl); 1553 op->name_pl = op->arch->clone.name_pl;
1403 } 1554 }
1404 } 1555 }
1405 1556
1406 /* If the object is on a map, make sure we update its face */ 1557 /* If the object is on a map, make sure we update its face */
1407 if (op->map) 1558 if (op->map)
1408 update_object(op,UP_OBJ_FACE); 1559 update_object (op, UP_OBJ_FACE);
1409 else { 1560 else
1561 {
1410 pl = is_player_inv(op->env); 1562 pl = is_player_inv (op->env);
1411 if (pl) 1563 if (pl)
1412 /* A lot of the values can change from an update - might as well send 1564 /* A lot of the values can change from an update - might as well send
1413 * it all. 1565 * it all.
1414 */ 1566 */
1415 esrv_send_item(pl, op); 1567 esrv_send_item (pl, op);
1416 } 1568 }
1417} 1569}

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