… | |
… | |
63 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
63 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
64 | {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
64 | {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
65 | {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
65 | {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
66 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
66 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
67 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
67 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
68 | }; |
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69 | |
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70 | static char numbers[21][20] = { |
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71 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
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72 | "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", |
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73 | "eighteen", "nineteen", "twenty" |
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74 | }; |
68 | }; |
75 | |
69 | |
76 | static char numbers_10[10][20] = { |
70 | static char numbers_10[10][20] = { |
77 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
71 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
78 | "eighty", "ninety" |
72 | "eighty", "ninety" |
… | |
… | |
170 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
164 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
171 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
165 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
172 | {SPINNER, "spinner", "spinners", 0, 0}, |
166 | {SPINNER, "spinner", "spinners", 0, 0}, |
173 | {GATE, "gate", "gates", 0, 0}, |
167 | {GATE, "gate", "gates", 0, 0}, |
174 | {BUTTON, "button", "buttons", 0, 0}, |
168 | {BUTTON, "button", "buttons", 0, 0}, |
175 | {CF_HANDLE, "cf handle", "cf handles", 0, 0}, |
169 | {T_HANDLE, "cf handle", "cf handles", 0, 0}, |
176 | {HOLE, "hole", "holes", 0, 0}, |
170 | {HOLE, "hole", "holes", 0, 0}, |
177 | {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
171 | {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
178 | {SIGN, "sign", "signs", 0, 0}, |
172 | {SIGN, "sign", "signs", 0, 0}, |
179 | {BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
173 | {BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
180 | {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
174 | {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
… | |
… | |
207 | {BUILDER, "item builder", "item builders", 0, 0}, |
201 | {BUILDER, "item builder", "item builders", 0, 0}, |
208 | {MATERIAL, "building material", "building materials", 0, 0}, |
202 | {MATERIAL, "building material", "building materials", 0, 0}, |
209 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
203 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
210 | }; |
204 | }; |
211 | |
205 | |
212 | const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
206 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
213 | |
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214 | materialtype_t *materialt; |
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215 | |
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216 | /* |
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217 | materialtype material[NROFMATERIALS] = { |
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218 | * P M F E C C A D W G P S P T F C D D C C G H B I * |
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219 | * H A I L O O C R E H O L A U E A E E H O O O L N * |
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220 | * Y G R E L N I A A O I O R R A N P A A U D L I T * |
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221 | * S I E C D F D I P S S W A N R C L T O N Y N R * |
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222 | * I C T U N O T O L E E H S T P D N * |
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223 | {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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224 | {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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225 | {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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226 | {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, |
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227 | {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, |
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228 | {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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229 | {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, |
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230 | {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, |
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231 | {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, |
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232 | {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}}, |
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233 | {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, |
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234 | {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}}, |
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235 | {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}} |
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236 | }; |
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237 | */ |
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238 | |
207 | |
239 | /* This curve may be too steep. But the point is that there should |
208 | /* This curve may be too steep. But the point is that there should |
240 | * be tough choices - there is no real point to this if everyone can |
209 | * be tough choices - there is no real point to this if everyone can |
241 | * wear whatever they want with no worries. Perhaps having the steep |
210 | * wear whatever they want with no worries. Perhaps having the steep |
242 | * curve is good (maybe even steeper), but allowing players to |
211 | * curve is good (maybe even steeper), but allowing players to |
… | |
… | |
319 | |
288 | |
320 | enc += op->stats.luck; |
289 | enc += op->stats.luck; |
321 | |
290 | |
322 | /* Do spell paths now */ |
291 | /* Do spell paths now */ |
323 | for (i = 1; i < NRSPELLPATHS; i++) |
292 | for (i = 1; i < NRSPELLPATHS; i++) |
324 | { |
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325 | if (op->path_attuned & (1 << i)) |
293 | if (op->path_attuned & (1 << i)) |
326 | enc++; |
294 | enc++; |
327 | else if (op->path_denied & (1 << i)) |
295 | else if (op->path_denied & (1 << i)) |
328 | enc -= 2; |
296 | enc -= 2; |
329 | else if (op->path_repelled & (1 << i)) |
297 | else if (op->path_repelled & (1 << i)) |
330 | enc--; |
298 | enc--; |
331 | } |
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332 | |
299 | |
333 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
300 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
334 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
301 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
335 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
302 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
336 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
303 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
… | |
… | |
381 | * but do put a newline at the end. Useful when dumping to files |
348 | * but do put a newline at the end. Useful when dumping to files |
382 | */ |
349 | */ |
383 | const char * |
350 | const char * |
384 | describe_resistance (const object *op, int newline) |
351 | describe_resistance (const object *op, int newline) |
385 | { |
352 | { |
386 | static char buf[VERY_BIG_BUF]; |
353 | static dynbuf_text buf; buf.clear (); |
387 | char buf1[VERY_BIG_BUF]; |
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388 | int tmpvar; |
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389 | |
354 | |
390 | buf[0] = 0; |
355 | for (int i = 0; i < NROFATTACKS; i++) |
391 | for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) |
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392 | { |
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393 | if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) |
356 | if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1)) |
394 | { |
357 | buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); |
395 | if (!newline) |
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396 | sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); |
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397 | else |
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398 | sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); |
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399 | |
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400 | strcat (buf, buf1); |
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401 | } |
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402 | } |
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403 | |
358 | |
404 | return buf; |
359 | return buf; |
405 | } |
360 | } |
406 | |
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|
407 | |
361 | |
408 | /* |
362 | /* |
409 | * query_weight(object) returns a character pointer to a static buffer |
363 | * query_weight(object) returns a character pointer to a static buffer |
410 | * containing the text-representation of the weight of the given object. |
364 | * containing the text-representation of the weight of the given object. |
411 | * The buffer will be overwritten by the next call to query_weight(). |
365 | * The buffer will be overwritten by the next call to query_weight(). |
… | |
… | |
451 | return levelnumbers_10[i / 10]; |
405 | return levelnumbers_10[i / 10]; |
452 | |
406 | |
453 | strcpy (buf, numbers_10[i / 10]); |
407 | strcpy (buf, numbers_10[i / 10]); |
454 | strcat (buf, levelnumbers[i % 10]); |
408 | strcat (buf, levelnumbers[i % 10]); |
455 | return buf; |
409 | return buf; |
456 | } |
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|
457 | |
|
|
458 | /* |
|
|
459 | * get_number(integer) returns the text-representation of the given number |
|
|
460 | * in a static buffer. The buffer might be overwritten at the next |
|
|
461 | * call to get_number(). |
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462 | * It is currently only used by the query_name() function. |
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463 | */ |
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464 | const char * |
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465 | get_number (int i) |
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|
466 | { |
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|
467 | if (i <= 20) |
|
|
468 | return numbers[i]; |
|
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469 | else |
|
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470 | { |
|
|
471 | static char buf[MAX_BUF]; |
|
|
472 | |
|
|
473 | sprintf (buf, "%d", i); |
|
|
474 | return buf; |
|
|
475 | } |
|
|
476 | } |
410 | } |
477 | |
411 | |
478 | /* |
412 | /* |
479 | * Returns pointer to static buffer containing ring's or amulet's |
413 | * Returns pointer to static buffer containing ring's or amulet's |
480 | * abilities |
414 | * abilities |
… | |
… | |
486 | */ |
420 | */ |
487 | |
421 | |
488 | /* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
422 | /* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
489 | * from stats.sp - b.t. |
423 | * from stats.sp - b.t. |
490 | */ |
424 | */ |
491 | const char * |
425 | static const char * |
492 | ring_desc (const object *op) |
426 | ring_desc (const object *op) |
493 | { |
427 | { |
494 | static dynbuf_text buf; buf.clear (); |
428 | static dynbuf_text buf; buf.clear (); |
495 | int attr, val, len; |
429 | int attr, val, len; |
496 | |
430 | |
… | |
… | |
641 | use_buf %= 5; |
575 | use_buf %= 5; |
642 | |
576 | |
643 | dynbuf_text &buf = bufs [use_buf]; |
577 | dynbuf_text &buf = bufs [use_buf]; |
644 | buf.clear (); |
578 | buf.clear (); |
645 | |
579 | |
|
|
580 | #if 0 |
646 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
581 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
647 | if (materialtype_t *mt = name_to_material (op->materialname)) |
|
|
648 | buf << mt->description << ' '; |
582 | buf << op->material->description << ' '; |
|
|
583 | #endif |
649 | |
584 | |
650 | buf << query_short_name (op); |
585 | buf << query_short_name (op); |
651 | |
586 | |
652 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
587 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
653 | buf << " *"; |
588 | buf << " *"; |
654 | if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) |
589 | if (op->is_open_container ()) |
655 | buf << " (open)"; |
590 | buf << " (open)"; |
656 | |
591 | |
657 | if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
592 | if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
658 | { |
593 | { |
659 | if (QUERY_FLAG (op, FLAG_DAMNED)) |
594 | if (QUERY_FLAG (op, FLAG_DAMNED)) |
… | |
… | |
763 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
698 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
764 | return op->name; /* To speed things up (or make things slower?) */ |
699 | return op->name; /* To speed things up (or make things slower?) */ |
765 | |
700 | |
766 | static dynbuf_text buf; buf.clear (); |
701 | static dynbuf_text buf; buf.clear (); |
767 | |
702 | |
|
|
703 | #if 0 |
768 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
704 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
769 | if (materialtype_t *mt = name_to_material (op->materialname)) |
|
|
770 | if (op->arch->materialname != mt->name) |
705 | if (op->arch->material != op->material) |
771 | buf << mt->description << ' '; |
706 | buf << op->material->description << ' '; |
|
|
707 | #endif |
772 | |
708 | |
773 | buf << (plural ? op->name_pl : op->name); |
709 | buf << (plural ? op->name_pl : op->name); |
774 | |
710 | |
775 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
711 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
776 | buf << ' ' << op->title; |
712 | buf << ' ' << op->title; |
… | |
… | |
827 | /* Note that the resolution this provides for players really isn't |
763 | /* Note that the resolution this provides for players really isn't |
828 | * very good. Any player with a speed greater than .67 will |
764 | * very good. Any player with a speed greater than .67 will |
829 | * fall into the 'lightning fast movement' category. |
765 | * fall into the 'lightning fast movement' category. |
830 | */ |
766 | */ |
831 | if (op->has_active_speed ()) |
767 | if (op->has_active_speed ()) |
832 | switch ((int) ((FABS (op->speed)) * 15)) |
768 | switch ((int)((fabs (op->speed)) * 15.)) |
833 | { |
769 | { |
834 | case 0: |
770 | case 0: |
835 | buf << "(very slow movement)"; |
771 | buf << "(very slow movement)"; |
836 | break; |
772 | break; |
837 | case 1: |
773 | case 1: |