1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
49 | * Basically, for the use/nonuse, the code does something like: |
49 | * Basically, for the use/nonuse, the code does something like: |
50 | * "This item goes %s\n", with the use/nonuse values filling in the %s |
50 | * "This item goes %s\n", with the use/nonuse values filling in the %s |
51 | */ |
51 | */ |
52 | // see include/object.h |
52 | // see include/object.h |
53 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
53 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
54 | {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, |
54 | # define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse }, |
55 | {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
55 | # include "slotinc.h" |
56 | {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, |
56 | # undef def |
57 | {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, |
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58 | {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, |
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59 | {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, |
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60 | {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, |
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61 | {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
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62 | {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , |
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63 | {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
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64 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
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65 | {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
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66 | {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
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67 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
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68 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
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69 | }; |
57 | }; |
70 | |
58 | |
71 | static char numbers_10[10][20] = { |
59 | static char numbers_10[10][20] = { |
72 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
60 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
73 | "eighty", "ninety" |
61 | "eighty", "ninety" |
… | |
… | |
158 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
146 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
159 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
147 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
160 | {LIGHTER, "lighter", "lighters", 0, 0}, |
148 | {LIGHTER, "lighter", "lighters", 0, 0}, |
161 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
149 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
162 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
150 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
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151 | {TORCH, "torch", "torches", 0, 0}, |
163 | {LAMP, "lamp", "lamps", 0, 0}, |
152 | {LAMP, "lamp", "lamps", 0, 0}, |
164 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
153 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
165 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
154 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
166 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
155 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
167 | {SPINNER, "spinner", "spinners", 0, 0}, |
156 | {SPINNER, "spinner", "spinners", 0, 0}, |
… | |
… | |
202 | {BUILDER, "item builder", "item builders", 0, 0}, |
191 | {BUILDER, "item builder", "item builders", 0, 0}, |
203 | {MATERIAL, "building material", "building materials", 0, 0}, |
192 | {MATERIAL, "building material", "building materials", 0, 0}, |
204 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
193 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
205 | }; |
194 | }; |
206 | |
195 | |
207 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
196 | static const int item_types_size = array_length (item_types); |
208 | |
197 | |
209 | /* This curve may be too steep. But the point is that there should |
198 | /* This curve may be too steep. But the point is that there should |
210 | * be tough choices - there is no real point to this if everyone can |
199 | * be tough choices - there is no real point to this if everyone can |
211 | * wear whatever they want with no worries. Perhaps having the steep |
200 | * wear whatever they want with no worries. Perhaps having the steep |
212 | * curve is good (maybe even steeper), but allowing players to |
201 | * curve is good (maybe even steeper), but allowing players to |
… | |
… | |
214 | * able to use 2-3 of the most powerful items. |
203 | * able to use 2-3 of the most powerful items. |
215 | * note that this table is only really used for program generated items - |
204 | * note that this table is only really used for program generated items - |
216 | * custom objects can use whatever they want. |
205 | * custom objects can use whatever they want. |
217 | */ |
206 | */ |
218 | static int enc_to_item_power[21] = { |
207 | static int enc_to_item_power[21] = { |
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208 | 0, |
219 | 0, 0, 1, 2, 3, 4, /* 5 */ |
209 | 0, 1, 2, 3, 4, // 5 |
220 | 5, 7, 9, 11, 13, /* 10 */ |
210 | 5, 7, 9, 11, 13, // 10 |
221 | 15, 18, 21, 24, 27, /* 15 */ |
211 | 15, 18, 21, 24, 27, // 15 |
222 | 30, 35, 40, 45, 50 /* 20 */ |
212 | 30, 35, 40, 45, 50 // 20 |
223 | }; |
213 | }; |
224 | |
214 | |
225 | int |
215 | int |
226 | get_power_from_ench (int ench) |
216 | get_power_from_ench (int ench) |
227 | { |
217 | { |
228 | return enc_to_item_power [clamp (ench, 0, 20)]; |
218 | return enc_to_item_power [clamp (ench, 0, 20)]; |
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219 | } |
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220 | |
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221 | static const struct need_identify_types : typeset |
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222 | { |
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223 | need_identify_types () |
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224 | { |
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225 | set (RING); |
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226 | set (WAND); |
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227 | set (ROD); |
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228 | set (HORN); |
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229 | set (SCROLL); |
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230 | set (SKILL); |
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231 | set (SKILLSCROLL); |
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232 | set (SPELLBOOK); |
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233 | set (FOOD); |
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234 | set (POTION); |
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235 | set (BOW); |
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236 | set (ARROW); |
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237 | set (WEAPON); |
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238 | set (ARMOUR); |
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239 | set (SHIELD); |
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240 | set (HELMET); |
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241 | set (AMULET); |
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242 | set (BOOTS); |
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243 | set (GLOVES); |
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244 | set (BRACERS); |
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245 | set (GIRDLE); |
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246 | set (CONTAINER); |
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247 | set (DRINK); |
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248 | set (FLESH); |
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249 | set (INORGANIC); |
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250 | set (CLOSE_CON); |
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251 | set (CLOAK); |
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252 | set (GEM); |
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253 | set (POWER_CRYSTAL); |
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254 | set (POISON); |
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255 | set (BOOK); |
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256 | set (SKILL_TOOL); |
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257 | } |
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258 | } need_identify_types; |
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259 | |
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260 | bool |
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261 | object::need_identify () const |
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262 | { |
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263 | return need_identify_types [type]; |
229 | } |
264 | } |
230 | |
265 | |
231 | /* This takes an object 'op' and figures out what its item_power |
266 | /* This takes an object 'op' and figures out what its item_power |
232 | * rating should be. This should only really be used by the treasure |
267 | * rating should be. This should only really be used by the treasure |
233 | * generation code, and when loading legacy objects. It returns |
268 | * generation code, and when loading legacy objects. It returns |
… | |
… | |
307 | if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; |
342 | if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; |
308 | |
343 | |
309 | return get_power_from_ench (enc); |
344 | return get_power_from_ench (enc); |
310 | } |
345 | } |
311 | |
346 | |
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347 | static const struct get_typedata |
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348 | { |
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349 | const typedata *data [NUM_TYPES]; |
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350 | |
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351 | get_typedata () |
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352 | { |
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353 | for (int i = 0; i < item_types_size; i++) |
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354 | data [item_types[i].number] = &item_types [i]; |
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355 | } |
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356 | |
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357 | const typedata *operator ()(int itemtype) const |
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358 | { |
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359 | return data [itemtype]; |
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360 | } |
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361 | } get_typedata_; |
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362 | |
312 | /* returns the typedata that has a number equal to itemtype, if there |
363 | /* returns the typedata that has a number equal to itemtype, if there |
313 | * isn't one, returns NULL */ |
364 | * isn't one, returns NULL */ |
314 | const typedata * |
365 | const typedata * |
315 | get_typedata (int itemtype) |
366 | get_typedata (int itemtype) |
316 | { |
367 | { |
317 | for (int i = 0; i < item_types_size; i++) |
368 | return get_typedata_ (itemtype); |
318 | if (item_types[i].number == itemtype) |
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319 | return &item_types[i]; |
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320 | |
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321 | return NULL; |
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322 | } |
369 | } |
323 | |
370 | |
324 | /* returns the typedata that has a name equal to itemtype, if there |
371 | /* returns the typedata that has a name equal to itemtype, if there |
325 | * isn't one, return the plural name that matches, if there still isn't |
372 | * isn't one, return the plural name that matches, if there still isn't |
326 | * one return NULL */ |
373 | * one return NULL */ |
… | |
… | |
429 | */ |
476 | */ |
430 | static const char * |
477 | static const char * |
431 | ring_desc (const object *op) |
478 | ring_desc (const object *op) |
432 | { |
479 | { |
433 | static dynbuf_text buf; buf.clear (); |
480 | static dynbuf_text buf; buf.clear (); |
434 | int attr, val, len; |
481 | int attr, val; |
435 | |
482 | |
436 | if (op->flag [FLAG_IDENTIFIED]) |
483 | if (op->flag [FLAG_IDENTIFIED]) |
437 | { |
484 | { |
438 | for (attr = 0; attr < NUM_STATS; attr++) |
485 | for (attr = 0; attr < NUM_STATS; attr++) |
439 | if ((val = op->stats.stat (attr))) |
486 | if ((val = op->stats.stat (attr))) |
440 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
487 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
441 | |
488 | |
442 | if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); |
489 | if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp); |
443 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
490 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
444 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
491 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
445 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
492 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
446 | |
493 | |
447 | buf << describe_resistance (op, 0); |
494 | buf << describe_resistance (op, 0); |
… | |
… | |
547 | buf << " " << s; |
594 | buf << " " << s; |
548 | } |
595 | } |
549 | break; |
596 | break; |
550 | |
597 | |
551 | default: |
598 | default: |
552 | if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED])) |
599 | if (op->magic |
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600 | && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) |
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601 | || op->flag [FLAG_IDENTIFIED])) |
553 | buf.printf (" %+d", op->magic); |
602 | buf.printf (" %+d", op->magic); |
554 | } |
603 | } |
555 | |
604 | |
556 | return buf; |
605 | return buf; |
557 | } |
606 | } |
… | |
… | |
571 | * It is also used by examine/ex and similar functions. |
620 | * It is also used by examine/ex and similar functions. |
572 | */ |
621 | */ |
573 | const char * |
622 | const char * |
574 | query_name (const object *op) |
623 | query_name (const object *op) |
575 | { |
624 | { |
576 | int len = 0; |
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|
577 | static dynbuf_text bufs[5]; |
625 | static dynbuf_text bufs[5]; |
578 | static int use_buf = 0; |
626 | static int use_buf = 0; |
579 | |
627 | |
580 | use_buf++; |
628 | use_buf++; |
581 | use_buf %= 5; |
629 | use_buf %= 5; |
… | |
… | |
626 | |
674 | |
627 | if (op->flag [FLAG_APPLIED]) |
675 | if (op->flag [FLAG_APPLIED]) |
628 | { |
676 | { |
629 | switch (op->type) |
677 | switch (op->type) |
630 | { |
678 | { |
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|
679 | case RANGED: |
631 | case BOW: |
680 | case BOW: |
632 | case WAND: |
681 | case WAND: |
633 | case ROD: |
682 | case ROD: |
634 | case HORN: |
683 | case HORN: |
635 | buf << " (applied)"; |
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636 | break; |
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637 | case WEAPON: |
684 | case WEAPON: |
638 | buf << " (applied)"; |
685 | buf << " (applied)"; |
639 | break; |
686 | break; |
640 | case ARMOUR: |
687 | case ARMOUR: |
641 | case HELMET: |
688 | case HELMET: |
… | |
… | |
756 | else if (!EXIT_PATH (op)) |
803 | else if (!EXIT_PATH (op)) |
757 | buf << " (closed)"; |
804 | buf << " (closed)"; |
758 | break; |
805 | break; |
759 | |
806 | |
760 | default: |
807 | default: |
761 | if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED])) |
808 | if (op->magic |
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809 | && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) |
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810 | || op->flag [FLAG_IDENTIFIED])) |
762 | buf.printf (" %+d", op->magic); |
811 | buf.printf (" %+d", op->magic); |
763 | } |
812 | } |
764 | |
813 | |
765 | return buf; |
814 | return buf; |
766 | } |
815 | } |
… | |
… | |
923 | int identified, i; |
972 | int identified, i; |
924 | |
973 | |
925 | /* figure this out once, instead of making multiple calls to need_identify. |
974 | /* figure this out once, instead of making multiple calls to need_identify. |
926 | * also makes the code easier to read. |
975 | * also makes the code easier to read. |
927 | */ |
976 | */ |
928 | identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED]; |
977 | identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED]; |
929 | if (!identified) |
978 | if (!identified) |
930 | buf << "(unidentified)"; |
979 | buf << "(unidentified)"; |
931 | |
980 | |
932 | switch (op->type) |
981 | switch (op->type) |
933 | { |
982 | { |
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|
983 | case RANGED: |
934 | case BOW: |
984 | case BOW: |
935 | case ARROW: |
985 | case ARROW: |
936 | case WAND: |
986 | case WAND: |
937 | case ROD: |
987 | case ROD: |
938 | case HORN: |
988 | case HORN: |
… | |
… | |
1043 | /* Down here, we more further describe equipment type items. |
1093 | /* Down here, we more further describe equipment type items. |
1044 | * only describe them if they have been identified or the like. |
1094 | * only describe them if they have been identified or the like. |
1045 | */ |
1095 | */ |
1046 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1096 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1047 | { |
1097 | { |
1048 | int attr, val; |
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|
1049 | |
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|
1050 | for (attr = 0; attr < NUM_STATS; attr++) |
1098 | for (int attr = 0; attr < NUM_STATS; attr++) |
1051 | if ((val = op->stats.stat (attr))) |
1099 | if (int val = op->stats.stat (attr)) |
1052 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1100 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1053 | |
1101 | |
1054 | if (op->stats.exp) |
1102 | if (op->stats.exp) |
1055 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1103 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1056 | |
1104 | |
1057 | switch (op->type) |
1105 | switch (op->type) |
1058 | { |
1106 | { |
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|
1107 | case RANGED: |
1059 | case BOW: |
1108 | case BOW: |
1060 | case ARROW: |
1109 | case ARROW: |
1061 | case GIRDLE: |
1110 | case GIRDLE: |
1062 | case HELMET: |
1111 | case HELMET: |
1063 | case SHIELD: |
1112 | case SHIELD: |
… | |
… | |
1106 | { |
1155 | { |
1107 | int more_info = 0; |
1156 | int more_info = 0; |
1108 | |
1157 | |
1109 | switch (op->type) |
1158 | switch (op->type) |
1110 | { |
1159 | { |
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|
1160 | case RANGED: |
1111 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1161 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1112 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1162 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1113 | case BOW: |
1163 | case BOW: |
1114 | case ARROW: |
1164 | case ARROW: |
1115 | case WAND: |
1165 | case WAND: |
… | |
… | |
1291 | */ |
1341 | */ |
1292 | if (msg) |
1342 | if (msg) |
1293 | { |
1343 | { |
1294 | if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) |
1344 | if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) |
1295 | { |
1345 | { |
1296 | buf << '\r'; |
1346 | if (!need_identify ()) |
1297 | |
1347 | buf << '\r' << msg << '\n'; |
1298 | /* This is just a hack so when identifying the items, we print |
1348 | else if (flag [FLAG_IDENTIFIED]) |
1299 | * out the extra message |
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1300 | */ |
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1301 | if (need_identify (this) && flag [FLAG_IDENTIFIED]) |
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1302 | buf << "The object has a story:\r"; |
1349 | buf << '\r' << "The object has a story:\r" << msg; |
1303 | |
|
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1304 | buf << msg << '\n'; |
|
|
1305 | } |
1350 | } |
1306 | } |
1351 | } |
1307 | else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] |
1352 | else if (inv |
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|
1353 | && inv->msg |
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1354 | && inv->type == SPELL |
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1355 | && flag [FLAG_IDENTIFIED] |
1308 | && (type == SPELLBOOK || type == ROD || type == WAND |
1356 | && (type == SPELLBOOK || type == ROD || type == WAND |
1309 | || type == ROD || type == POTION || type == SCROLL)) |
1357 | || type == ROD || type == POTION || type == SCROLL)) |
1310 | // for spellbooks and other stuff that contains spells, print the spell message, |
1358 | // for spellbooks and other stuff that contains spells, print the spell message, |
1311 | // unless the object has a custom message handled above. |
1359 | // unless the object has a custom message handled above. |
1312 | buf << '\r' << inv->msg << '\n'; |
1360 | buf << '\r' << inv->msg << '\n'; |
… | |
… | |
1466 | * be non magical. |
1514 | * be non magical. |
1467 | */ |
1515 | */ |
1468 | return 0; |
1516 | return 0; |
1469 | } |
1517 | } |
1470 | |
1518 | |
1471 | /* need_identify returns true if the item should be identified. This |
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1472 | * function really should not exist - by default, any item not identified |
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|
1473 | * should need it. |
|
|
1474 | */ |
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1475 | |
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1476 | int |
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1477 | need_identify (const object *op) |
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1478 | { |
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1479 | switch (op->type) |
|
|
1480 | { |
|
|
1481 | case RING: |
|
|
1482 | case WAND: |
|
|
1483 | case ROD: |
|
|
1484 | case HORN: |
|
|
1485 | case SCROLL: |
|
|
1486 | case SKILL: |
|
|
1487 | case SKILLSCROLL: |
|
|
1488 | case SPELLBOOK: |
|
|
1489 | case FOOD: |
|
|
1490 | case POTION: |
|
|
1491 | case BOW: |
|
|
1492 | case ARROW: |
|
|
1493 | case WEAPON: |
|
|
1494 | case ARMOUR: |
|
|
1495 | case SHIELD: |
|
|
1496 | case HELMET: |
|
|
1497 | case AMULET: |
|
|
1498 | case BOOTS: |
|
|
1499 | case GLOVES: |
|
|
1500 | case BRACERS: |
|
|
1501 | case GIRDLE: |
|
|
1502 | case CONTAINER: |
|
|
1503 | case DRINK: |
|
|
1504 | case FLESH: |
|
|
1505 | case INORGANIC: |
|
|
1506 | case CLOSE_CON: |
|
|
1507 | case CLOAK: |
|
|
1508 | case GEM: |
|
|
1509 | case POWER_CRYSTAL: |
|
|
1510 | case POISON: |
|
|
1511 | case BOOK: |
|
|
1512 | case SKILL_TOOL: |
|
|
1513 | return 1; |
|
|
1514 | } |
|
|
1515 | |
|
|
1516 | /* Try to track down some stuff that may show up here. Thus, the |
|
|
1517 | * archetype file can be updated, and this function removed. |
|
|
1518 | */ |
|
|
1519 | #if 0 |
|
|
1520 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
|
|
1521 | #endif |
|
|
1522 | return 0; |
|
|
1523 | } |
|
|
1524 | |
|
|
1525 | /* |
1519 | /* |
1526 | * Supposed to fix face-values as well here, but later. |
1520 | * Supposed to fix face-values as well here, but later. |
1527 | */ |
1521 | */ |
1528 | void |
1522 | void |
1529 | identify (object *op) |
1523 | identify (object *op) |