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Comparing deliantra/server/common/item.C (file contents):
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.23 by root, Fri Feb 16 19:43:40 2007 UTC

1
2/* 1/*
3 * static char *rcsid_item_c =
4 * "$Id: item.C,v 1.5 2006/09/12 18:15:34 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 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>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32#include <living.h> 27#include <living.h>
33#include <spells.h> 28#include <spells.h>
52 * may be better. 47 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 48 * Basically, for the use/nonuse, the code does something like:
54 * "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
55 */ 50 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"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"},
58 ,
59 {"body_arm", "on your arm", "on a human's arm"} 53 {"body_arm", "on your arm", "on a human's arm"},
60 ,
61 {"body_torso", "on your body", "on a human's torso"} 54 {"body_torso", "on your body", "on a human's torso"},
62 ,
63 {"body_head", "on your head", "on a human's head"} 55 {"body_head", "on your head", "on a human's head"},
64 ,
65 {"body_neck", "around your neck", "around a humans neck"} 56 {"body_neck", "around your neck", "around a humans neck"},
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"} 57 {"body_skill", "in your skill slot", "in a human's skill slot"},
68 ,
69 {"body_finger", "on your finger", "on a human's finger"} 58 {"body_finger", "on your finger", "on a human's finger"} ,
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 59 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
72 ,
73 {"body_foot", "on your feet", "on a human's feet"} 60 {"body_foot", "on your feet", "on a human's feet"},
74 ,
75 {"body_hand", "on your hands", "on a human's hands"} 61 {"body_hand", "on your hands", "on a human's hands"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"} 62 {"body_wrist", "around your wrists", "around a human's wrist"},
78 ,
79 {"body_waist", "around your waist", "around a human's waist"} 63 {"body_waist", "around your waist", "around a human's waist"},
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 64/*{"body_dragon_torso", "your body", "a dragon's body"} */
83}; 65};
84 66
85static char numbers[21][20] = { 67static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 165 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 183 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
484 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
486 return buf; 458 return buf;
487} 459}
488 460
489
490/* 461/*
491 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
492 * 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
493 * call to get_number(). 464 * call to get_number().
494 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
495 */ 466 */
496
497char * 467char *
498get_number (int i) 468get_number (int i)
499{ 469{
500 if (i <= 20) 470 if (i <= 20)
501 return numbers[i]; 471 return numbers[i];
675 * 645 *
676 */ 646 */
677char * 647char *
678query_name (const object *op) 648query_name (const object *op)
679{ 649{
680 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
681 static int use_buf = 0; 651 static int use_buf = 0;
682 int len = 0; 652 int len = 0;
683 653
684#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
685 materialtype_t *mt; 655 materialtype_t *mt;
687 657
688 use_buf++; 658 use_buf++;
689 use_buf %= 5; 659 use_buf %= 5;
690 660
691#ifdef NEW_MATERIAL_CODE 661#ifdef NEW_MATERIAL_CODE
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 662 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
693 { 663 {
694 mt = name_to_material (op->materialname); 664 mt = name_to_material (op->materialname);
695 if (mt) 665 if (mt)
696 { 666 {
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 667 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
712 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
713 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
714 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
715 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
716 } 686 }
687
717 /* Basically, if the object is known magical (detect magic spell on it), 688 /* Basically, if the object is known magical (detect magic spell on it),
718 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
719 * it is magical. Assume that the detect magical spell will only set 690 * it is magical. Assume that the detect magical spell will only set
720 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
721 * 692 *
737 708
738 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
739 { 710 {
740 switch (op->type) 711 switch (op->type)
741 { 712 {
742 case BOW: 713 case BOW:
743 case WAND: 714 case WAND:
744 case ROD: 715 case ROD:
745 case HORN: 716 case HORN:
746 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
747 break; 718 break;
748 case WEAPON: 719 case WEAPON:
749 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
750 break; 721 break;
751 case ARMOUR: 722 case ARMOUR:
752 case HELMET: 723 case HELMET:
753 case SHIELD: 724 case SHIELD:
754 case RING: 725 case RING:
755 case BOOTS: 726 case BOOTS:
756 case GLOVES: 727 case GLOVES:
757 case AMULET: 728 case AMULET:
758 case GIRDLE: 729 case GIRDLE:
759 case BRACERS: 730 case BRACERS:
760 case CLOAK: 731 case CLOAK:
761 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
762 break; 733 break;
763 case CONTAINER: 734 case CONTAINER:
764 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
765 break; 736 break;
766 case SKILL: 737 case SKILL:
767 default: 738 default:
768 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
769 } 740 }
770 } 741 }
742
771 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
772 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
773 745
774 return buf[use_buf]; 746 return buf [use_buf];
775} 747}
776 748
777/* 749/*
778 * query_base_name(object) returns a character pointer pointing to a static 750 * query_base_name(object) returns a character pointer pointing to a static
779 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
794 return "(null)"; 766 return "(null)";
795 767
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 768 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797 return op->name; /* To speed things up (or make things slower?) */ 769 return op->name; /* To speed things up (or make things slower?) */
798 770
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
800 mt = name_to_material (op->materialname); 772 mt = name_to_material (op->materialname);
801 773
802#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805 { 777 {
806 strcpy (buf, mt->description); 778 strcpy (buf, mt->description);
807 len = strlen (buf); 779 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
813 } 785 }
814 else 786 else
815 { 787 {
816#endif 788#endif
817 if (!plural) 789 if (!plural)
818 strcpy (buf, op->name); 790 assign (buf, op->name);
819 else 791 else
820 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
821 len = strlen (buf); 794 len = strlen (buf);
822#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
823 } 796 }
824#endif 797#endif
825 798
829 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
830 } 803 }
831 804
832 switch (op->type) 805 switch (op->type)
833 { 806 {
834 case SPELLBOOK: 807 case SPELLBOOK:
835 case SCROLL: 808 case SCROLL:
836 case WAND: 809 case WAND:
837 case ROD: 810 case ROD:
838 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
839 { 812 {
840 if (!op->title) 813 if (!op->title)
841 { 814 {
842 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
843 if (op->inv) 816 if (op->inv)
844 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
845 else 818 else
846 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
847 } 820 }
848 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
849 { 822 {
850 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
851 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
852 } 825 }
853 } 826 }
854 break; 827 break;
855 828
856 829
857 case SKILL: 830 case SKILL:
858 case AMULET: 831 case AMULET:
859 case RING: 832 case RING:
860 if (!op->title) 833 if (!op->title)
861 { 834 {
862 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
863 char *s = ring_desc (op); 836 char *s = ring_desc (op);
864 837
865 if (s[0]) 838 if (s[0])
866 { 839 {
867 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
868 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
869 } 842 }
870 } 843 }
871 break; 844 break;
872 default: 845 default:
873 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
874 { 847 {
875 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
876 } 849 }
877 } 850 }
851
878 return buf; 852 return buf;
879} 853}
880 854
881/* Break this off from describe_item - that function was way 855/* Break this off from describe_item - that function was way
882 * too long, making it difficult to read. This function deals 856 * too long, making it difficult to read. This function deals
883 * with describing the monsters & players abilities. It should only 857 * with describing the monsters & players abilities. It should only
884 * be called with monster & player objects. Returns a description 858 * be called with monster & player objects. Returns a description
885 * in a static buffer. 859 * in a static buffer.
886 */ 860 */
887
888static char * 861static char *
889describe_monster (const object *op) 862describe_monster (const object *op)
890{ 863{
891 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
892 static char retbuf[VERY_BIG_BUF]; 865 static char retbuf[VERY_BIG_BUF];
896 869
897 /* Note that the resolution this provides for players really isn't 870 /* Note that the resolution this provides for players really isn't
898 * very good. Any player with a speed greater than .67 will 871 * very good. Any player with a speed greater than .67 will
899 * fall into the 'lightning fast movement' category. 872 * fall into the 'lightning fast movement' category.
900 */ 873 */
901 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 874 if (op->has_active_speed ())
902 { 875 {
903 switch ((int) ((FABS (op->speed)) * 15)) 876 switch ((int) ((FABS (op->speed)) * 15))
904 { 877 {
905 case 0: 878 case 0:
906 strcat (retbuf, "(very slow movement)"); 879 strcat (retbuf, "(very slow movement)");
962 { 935 {
963 treasure *t; 936 treasure *t;
964 int first = 1; 937 int first = 1;
965 938
966 for (t = op->randomitems->items; t != NULL; t = t->next) 939 for (t = op->randomitems->items; t != NULL; t = t->next)
967 if (t->item && (t->item->clone.type == SPELL)) 940 if (t->item && t->item->clone.type == SPELL)
968 { 941 {
969 if (first) 942 if (first)
970 { 943 {
971 first = 0; 944 first = 0;
972 strcat (retbuf, "(Spell abilities:)"); 945 strcat (retbuf, "(Spell abilities:)");
1018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1019 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1020 break; 993 break;
1021 994
1022 if (tmp && tmp->attacktype != 0) 995 if (tmp && tmp->attacktype != 0)
1023 {
1024 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
1025 }
1026 else 997 else
1027 {
1028 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1029 }
1030 } 999 }
1031 else 1000 else
1032 {
1033 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1034 } 1002
1035 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1036 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1037 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1006
1038 for (i = 0; i < NROFATTACKS; i++) 1007 for (i = 0; i < NROFATTACKS; i++)
1039 {
1040 if (op->resist[i]) 1008 if (op->resist[i])
1041 { 1009 {
1042 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1043 strcat (retbuf, buf); 1011 strcat (retbuf, buf);
1044 } 1012 }
1045 } 1013
1046 return retbuf; 1014 return retbuf;
1047} 1015}
1048 1016
1049 1017
1050/* 1018/*
1521 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1489 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1522#endif 1490#endif
1523 return 0; 1491 return 0;
1524} 1492}
1525 1493
1526
1527/* 1494/*
1528 * Supposed to fix face-values as well here, but later. 1495 * Supposed to fix face-values as well here, but later.
1529 */ 1496 */
1530
1531void 1497void
1532identify (object *op) 1498identify (object *op)
1533{ 1499{
1534 object *pl; 1500 object *pl;
1535 1501
1557 /* If the object is on a map, make sure we update its face */ 1523 /* If the object is on a map, make sure we update its face */
1558 if (op->map) 1524 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1525 update_object (op, UP_OBJ_FACE);
1560 else 1526 else
1561 { 1527 {
1562 pl = is_player_inv (op->env); 1528 pl = op->in_player ();
1563 if (pl) 1529 if (pl)
1564 /* A lot of the values can change from an update - might as well send 1530 /* A lot of the values can change from an update - might as well send
1565 * it all. 1531 * it all.
1566 */ 1532 */
1567 esrv_send_item (pl, op); 1533 esrv_send_item (pl, op);
1568 } 1534 }
1569} 1535}
1536

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