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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" |
… | |
… | |
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; |
… | |
… | |
390 | buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); |
357 | buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); |
391 | |
358 | |
392 | return buf; |
359 | return buf; |
393 | } |
360 | } |
394 | |
361 | |
395 | |
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396 | /* |
362 | /* |
397 | * query_weight(object) returns a character pointer to a static buffer |
363 | * query_weight(object) returns a character pointer to a static buffer |
398 | * containing the text-representation of the weight of the given object. |
364 | * containing the text-representation of the weight of the given object. |
399 | * 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(). |
400 | * |
366 | * |
… | |
… | |
439 | return levelnumbers_10[i / 10]; |
405 | return levelnumbers_10[i / 10]; |
440 | |
406 | |
441 | strcpy (buf, numbers_10[i / 10]); |
407 | strcpy (buf, numbers_10[i / 10]); |
442 | strcat (buf, levelnumbers[i % 10]); |
408 | strcat (buf, levelnumbers[i % 10]); |
443 | return buf; |
409 | return buf; |
444 | } |
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445 | |
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446 | /* |
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447 | * get_number(integer) returns the text-representation of the given number |
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448 | * in a static buffer. The buffer might be overwritten at the next |
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449 | * call to get_number(). |
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450 | * It is currently only used by the query_name() function. |
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451 | */ |
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452 | const char * |
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453 | get_number (int i) |
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454 | { |
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455 | if (i <= 20) |
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456 | return numbers[i]; |
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457 | else |
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458 | { |
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459 | static char buf[MAX_BUF]; |
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460 | |
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461 | sprintf (buf, "%d", i); |
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462 | return buf; |
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463 | } |
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464 | } |
410 | } |
465 | |
411 | |
466 | /* |
412 | /* |
467 | * Returns pointer to static buffer containing ring's or amulet's |
413 | * Returns pointer to static buffer containing ring's or amulet's |
468 | * abilities |
414 | * abilities |
… | |
… | |
474 | */ |
420 | */ |
475 | |
421 | |
476 | /* 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 |
477 | * from stats.sp - b.t. |
423 | * from stats.sp - b.t. |
478 | */ |
424 | */ |
479 | const char * |
425 | static const char * |
480 | ring_desc (const object *op) |
426 | ring_desc (const object *op) |
481 | { |
427 | { |
482 | static dynbuf_text buf; buf.clear (); |
428 | static dynbuf_text buf; buf.clear (); |
483 | int attr, val, len; |
429 | int attr, val, len; |
484 | |
430 | |
… | |
… | |
629 | use_buf %= 5; |
575 | use_buf %= 5; |
630 | |
576 | |
631 | dynbuf_text &buf = bufs [use_buf]; |
577 | dynbuf_text &buf = bufs [use_buf]; |
632 | buf.clear (); |
578 | buf.clear (); |
633 | |
579 | |
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580 | #if 0 |
634 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
581 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
635 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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636 | buf << mt->description << ' '; |
582 | buf << op->material->description << ' '; |
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|
583 | #endif |
637 | |
584 | |
638 | buf << query_short_name (op); |
585 | buf << query_short_name (op); |
639 | |
586 | |
640 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
587 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
641 | buf << " *"; |
588 | buf << " *"; |
… | |
… | |
751 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
698 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
752 | return op->name; /* To speed things up (or make things slower?) */ |
699 | return op->name; /* To speed things up (or make things slower?) */ |
753 | |
700 | |
754 | static dynbuf_text buf; buf.clear (); |
701 | static dynbuf_text buf; buf.clear (); |
755 | |
702 | |
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703 | #if 0 |
756 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
704 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
757 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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758 | if (op->arch->materialname != mt->name) |
705 | if (op->arch->material != op->material) |
759 | buf << mt->description << ' '; |
706 | buf << op->material->description << ' '; |
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707 | #endif |
760 | |
708 | |
761 | buf << (plural ? op->name_pl : op->name); |
709 | buf << (plural ? op->name_pl : op->name); |
762 | |
710 | |
763 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
711 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
764 | buf << ' ' << op->title; |
712 | buf << ' ' << op->title; |
… | |
… | |
815 | /* Note that the resolution this provides for players really isn't |
763 | /* Note that the resolution this provides for players really isn't |
816 | * very good. Any player with a speed greater than .67 will |
764 | * very good. Any player with a speed greater than .67 will |
817 | * fall into the 'lightning fast movement' category. |
765 | * fall into the 'lightning fast movement' category. |
818 | */ |
766 | */ |
819 | if (op->has_active_speed ()) |
767 | if (op->has_active_speed ()) |
820 | switch ((int) ((FABS (op->speed)) * 15)) |
768 | switch ((int)(op->speed * 15.)) |
821 | { |
769 | { |
822 | case 0: |
770 | case 0: |
823 | buf << "(very slow movement)"; |
771 | buf << "(very slow movement)"; |
824 | break; |
772 | break; |
825 | case 1: |
773 | case 1: |
… | |
… | |
895 | if (op->stats.luck) |
843 | if (op->stats.luck) |
896 | buf.printf ("(luck%+d)", op->stats.luck); |
844 | buf.printf ("(luck%+d)", op->stats.luck); |
897 | } |
845 | } |
898 | |
846 | |
899 | /* describe attacktypes */ |
847 | /* describe attacktypes */ |
900 | if (is_dragon_pl (op)) |
848 | if (op->is_dragon ()) |
901 | { |
849 | { |
902 | /* for dragon players display the attacktypes from clawing skill |
850 | /* for dragon players display the attacktypes from clawing skill |
903 | * Break apart the for loop - move the comparison checking down - |
851 | * Break apart the for loop - move the comparison checking down - |
904 | * this makes it more readable. |
852 | * this makes it more readable. |
905 | */ |
853 | */ |
… | |
… | |
1204 | |
1152 | |
1205 | buf.add_abilities ("Attacks", op->attacktype); |
1153 | buf.add_abilities ("Attacks", op->attacktype); |
1206 | /* resistance on flesh is only visible for quetzals. If |
1154 | /* resistance on flesh is only visible for quetzals. If |
1207 | * non flesh, everyone can see its resistances |
1155 | * non flesh, everyone can see its resistances |
1208 | */ |
1156 | */ |
1209 | if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1157 | if (op->type != FLESH || (owner && owner->is_dragon ())) |
1210 | buf << describe_resistance (op, 0); |
1158 | buf << describe_resistance (op, 0); |
1211 | |
1159 | |
1212 | buf.add_paths ("Attuned", op->path_attuned); |
1160 | buf.add_paths ("Attuned", op->path_attuned); |
1213 | buf.add_paths ("Repelled", op->path_repelled); |
1161 | buf.add_paths ("Repelled", op->path_repelled); |
1214 | buf.add_paths ("Denied", op->path_denied); |
1162 | buf.add_paths ("Denied", op->path_denied); |