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-/*
- * File: itemprop.cc
- * Summary: Misc functions.
- * Written by: Brent Ross
- *
- * Change History (most recent first):
- *
- * <1> -/--/-- BWR Created
- */
-
-#include "AppHdr.h"
-#include "itemname.h"
-
-#include <ctype.h>
-#include <string.h>
-#include <stdlib.h>
-#include <stdio.h>
-
-#ifdef DOS
-#include <conio.h>
-#endif
-
-#include "externs.h"
-
-#include "items.h"
-#include "itemprop.h"
-#include "macro.h"
-#include "mon-util.h"
-#include "player.h"
-#include "randart.h"
-#include "skills2.h"
-#include "stuff.h"
-#include "transfor.h"
-#include "view.h"
-
-
-// XXX: name strings in most of the following are currently unused!
-struct armour_def
-{
- armour_type id;
- const char *name;
- int ac;
- int ev;
- int mass;
-
- bool light;
- equipment_type slot;
- size_type fit_min;
- size_type fit_max;
-};
-
-// Note: the Little-Giant range is used to make armours which are very
-// flexible and adjustable and can be worn by any player character...
-// providing they also pass the shape test, of course.
-static int Armour_index[NUM_ARMOURS];
-static armour_def Armour_prop[NUM_ARMOURS] =
-{
- { ARM_ANIMAL_SKIN, "animal skin", 2, 0, 100,
- true, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_ROBE, "robe", 2, 0, 60,
- true, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_BIG },
- { ARM_LEATHER_ARMOUR, "leather armour", 3, -1, 150,
- true, EQ_BODY_ARMOUR, SIZE_SMALL, SIZE_MEDIUM },
- { ARM_STUDDED_LEATHER_ARMOUR,"studded leather armour",4, -1, 180,
- true, EQ_BODY_ARMOUR, SIZE_SMALL, SIZE_MEDIUM },
-
- { ARM_RING_MAIL, "ring mail", 4, -2, 250,
- false, EQ_BODY_ARMOUR, SIZE_SMALL, SIZE_MEDIUM },
- { ARM_SCALE_MAIL, "scale mail", 5, -3, 350,
- false, EQ_BODY_ARMOUR, SIZE_SMALL, SIZE_MEDIUM },
- { ARM_CHAIN_MAIL, "chain mail", 6, -4, 400,
- false, EQ_BODY_ARMOUR, SIZE_SMALL, SIZE_MEDIUM },
- { ARM_BANDED_MAIL, "banded mail", 7, -5, 500,
- false, EQ_BODY_ARMOUR, SIZE_MEDIUM, SIZE_MEDIUM },
- { ARM_SPLINT_MAIL, "splint mail", 8, -5, 550,
- false, EQ_BODY_ARMOUR, SIZE_MEDIUM, SIZE_MEDIUM },
- { ARM_PLATE_MAIL, "plate mail", 10, -6, 650,
- false, EQ_BODY_ARMOUR, SIZE_MEDIUM, SIZE_MEDIUM },
- { ARM_CRYSTAL_PLATE_MAIL, "crystal plate mail", 14, -8, 1200,
- false, EQ_BODY_ARMOUR, SIZE_MEDIUM, SIZE_MEDIUM },
-
- { ARM_TROLL_HIDE, "troll hide", 2, -1, 220,
- true, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_TROLL_LEATHER_ARMOUR, "troll leather armour", 4, -1, 220,
- true, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_STEAM_DRAGON_HIDE, "steam dragon hide", 2, 0, 120,
- true, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_STEAM_DRAGON_ARMOUR, "steam dragon armour", 4, 0, 120,
- true, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_MOTTLED_DRAGON_HIDE, "mottled dragon hide", 2, -1, 150,
- true, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_MOTTLED_DRAGON_ARMOUR,"mottled dragon armour", 5, -1, 150,
- true, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
-
- { ARM_SWAMP_DRAGON_HIDE, "swamp dragon hide", 3, -2, 200,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_SWAMP_DRAGON_ARMOUR, "swamp dragon armour", 5, -2, 200,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_DRAGON_HIDE, "dragon hide", 3, -3, 350,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_DRAGON_ARMOUR, "dragon armour", 6, -3, 350,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_ICE_DRAGON_HIDE, "ice dragon hide", 3, -3, 350,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_ICE_DRAGON_ARMOUR, "ice dragon armour", 6, -3, 350,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_STORM_DRAGON_HIDE, "storm dragon hide", 4, -5, 600,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_STORM_DRAGON_ARMOUR, "storm dragon armour", 8, -5, 600,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_GOLD_DRAGON_HIDE, "gold dragon hide", 5, -8, 1100,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
- { ARM_GOLD_DRAGON_ARMOUR, "gold dragaon armour", 10, -8, 1100,
- false, EQ_BODY_ARMOUR, SIZE_LITTLE, SIZE_GIANT },
-
- { ARM_CLOAK, "cloak", 1, 0, 40,
- true, EQ_CLOAK, SIZE_LITTLE, SIZE_BIG },
- { ARM_GLOVES, "gloves", 1, 0, 20,
- true, EQ_GLOVES, SIZE_SMALL, SIZE_MEDIUM },
-
- { ARM_HELMET, "helmet", 1, 0, 80,
- false, EQ_HELMET, SIZE_SMALL, SIZE_MEDIUM },
- { ARM_CAP, "cap", 0, 0, 40,
- true, EQ_HELMET, SIZE_LITTLE, SIZE_LARGE },
-
- // Note that barding size is compared against torso so it currently
- // needs to fit medium, but that doesn't matter as much as race
- // and shapeshift status.
- { ARM_BOOTS, "boots", 1, 0, 30,
- true, EQ_BOOTS, SIZE_SMALL, SIZE_MEDIUM },
- { ARM_CENTAUR_BARDING, "centaur barding", 4, -2, 100,
- true, EQ_BOOTS, SIZE_MEDIUM, SIZE_MEDIUM },
- { ARM_NAGA_BARDING, "naga barding", 4, -2, 100,
- true, EQ_BOOTS, SIZE_MEDIUM, SIZE_MEDIUM },
-
- // Note: shields use ac-value as sh-value, EV pen is used for heavy_shield
- { ARM_BUCKLER, "buckler", 3, 0, 90,
- true, EQ_SHIELD, SIZE_LITTLE, SIZE_MEDIUM },
- { ARM_SHIELD, "shield", 5, -1, 150,
- false, EQ_SHIELD, SIZE_SMALL, SIZE_BIG },
- { ARM_LARGE_SHIELD, "large shield", 7, -2, 230,
- false, EQ_SHIELD, SIZE_MEDIUM, SIZE_GIANT },
-};
-
-struct weapon_def
-{
- int id;
- const char *name;
- int dam;
- int hit;
- int speed;
- int mass;
- int str_weight;
-
- skill_type skill;
- hands_reqd_type hands;
- size_type fit_size; // actual size is one size smaller
- missile_type ammo; // MI_NONE for non-launchers
- bool throwable;
-
- int dam_type;
-};
-
-static int Weapon_index[NUM_WEAPONS];
-static weapon_def Weapon_prop[NUM_WEAPONS] =
-{
- // Maces & Flails
- { WPN_WHIP, "whip", 4, 2, 13, 30, 2,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLASHING },
- { WPN_CLUB, "club", 5, 3, 13, 50, 7,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_SMALL, MI_NONE, true,
- DAMV_CRUSHING },
- { WPN_HAMMER, "hammer", 7, 3, 13, 90, 7,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_SMALL, MI_NONE, false,
- DAMV_CRUSHING },
- { WPN_MACE, "mace", 8, 3, 14, 120, 8,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_SMALL, MI_NONE, false,
- DAMV_CRUSHING },
- { WPN_FLAIL, "flail", 9, 2, 15, 130, 8,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_SMALL, MI_NONE, false,
- DAMV_CRUSHING },
- { WPN_ANCUS, "ancus", 9, 2, 14, 120, 8,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_CRUSHING },
- { WPN_MORNINGSTAR, "morningstar", 10, -2, 15, 140, 8,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_PIERCING | DAM_BLUDGEON },
- { WPN_DEMON_WHIP, "demon whip", 10, 2, 13, 30, 2,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLASHING },
- { WPN_SPIKED_FLAIL, "spiked flail", 12, -3, 16, 190, 8,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_PIERCING | DAM_BLUDGEON },
- { WPN_EVENINGSTAR, "eveningstar", 12, -2, 15, 180, 8,
- SK_MACES_FLAILS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_PIERCING | DAM_BLUDGEON },
- { WPN_DIRE_FLAIL, "dire flail", 13, -6, 14, 240, 9,
- SK_MACES_FLAILS, HANDS_DOUBLE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_PIERCING | DAM_BLUDGEON },
- { WPN_GREAT_MACE, "great mace", 18, -5, 19, 270, 9,
- SK_MACES_FLAILS, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_CRUSHING },
- { WPN_GIANT_CLUB, "giant club", 19, -8, 20, 330, 10,
- SK_MACES_FLAILS, HANDS_TWO, SIZE_BIG, MI_NONE, false,
- DAMV_CRUSHING },
- { WPN_GIANT_SPIKED_CLUB, "giant spiked club", 20, -9, 21, 350, 10,
- SK_MACES_FLAILS, HANDS_TWO, SIZE_BIG, MI_NONE, false,
- DAMV_PIERCING | DAM_BLUDGEON },
-
- // Short blades
- { WPN_KNIFE, "knife", 3, 5, 10, 10, 1,
- SK_SHORT_BLADES, HANDS_ONE, SIZE_LITTLE, MI_NONE, false,
- DAMV_STABBING | DAM_SLICE },
- { WPN_DAGGER, "dagger", 4, 6, 10, 20, 1,
- SK_SHORT_BLADES, HANDS_ONE, SIZE_LITTLE, MI_NONE, true,
- DAMV_STABBING | DAM_SLICE },
- { WPN_QUICK_BLADE, "quick blade", 5, 6, 8, 50, 0,
- SK_SHORT_BLADES, HANDS_ONE, SIZE_LITTLE, MI_NONE, false,
- DAMV_STABBING | DAM_SLICE },
- { WPN_SHORT_SWORD, "short sword", 6, 4, 11, 80, 2,
- SK_SHORT_BLADES, HANDS_ONE, SIZE_SMALL, MI_NONE, false,
- DAMV_SLICING | DAM_PIERCE },
- { WPN_SABRE, "sabre", 7, 4, 11, 90, 2,
- SK_SHORT_BLADES, HANDS_ONE, SIZE_SMALL, MI_NONE, false,
- DAMV_SLICING | DAM_PIERCE },
-
- // Long swords
- { WPN_FALCHION, "falchion", 8, 2, 13, 170, 4,
- SK_LONG_SWORDS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLICING }, // or perhaps DAMV_CHOPPING is more apt?
- { WPN_LONG_SWORD, "long sword", 10, -2, 14, 160, 3,
- SK_LONG_SWORDS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLICING },
- { WPN_SCIMITAR, "scimitar", 11, -2, 14, 170, 3,
- SK_LONG_SWORDS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLICING },
- { WPN_KATANA, "katana", 13, -1, 13, 160, 3,
- SK_LONG_SWORDS, HANDS_HALF, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLICING },
- { WPN_DEMON_BLADE, "demon blade", 13, -3, 15, 200, 4,
- SK_LONG_SWORDS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLICING },
- { WPN_BLESSED_BLADE, "blessed blade", 14, -3, 14, 200, 4,
- SK_LONG_SWORDS, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLICING },
- { WPN_DOUBLE_SWORD, "double sword", 15, -5, 16, 220, 5,
- SK_LONG_SWORDS, HANDS_HALF, SIZE_MEDIUM, MI_NONE, false,
- DAMV_SLICING },
- { WPN_GREAT_SWORD, "great sword", 16, -5, 17, 250, 6,
- SK_LONG_SWORDS, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_SLICING },
- { WPN_TRIPLE_SWORD, "triple sword", 17, -5, 17, 260, 6,
- SK_LONG_SWORDS, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_SLICING },
-
- // Axes
- { WPN_HAND_AXE, "hand axe", 7, 3, 13, 80, 6,
- SK_AXES, HANDS_ONE, SIZE_SMALL, MI_NONE, true,
- DAMV_CHOPPING },
- { WPN_WAR_AXE, "war axe", 11, -3, 16, 180, 7,
- SK_AXES, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
- DAMV_CHOPPING },
- { WPN_BROAD_AXE, "broad axe", 14, -6, 17, 230, 8,
- SK_AXES, HANDS_HALF, SIZE_MEDIUM, MI_NONE, false,
- DAMV_CHOPPING },
- { WPN_BATTLEAXE, "battleaxe", 16, -7, 18, 250, 8,
- SK_AXES, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_CHOPPING },
- { WPN_EXECUTIONERS_AXE, "executioner\'s axe", 18, -8, 18, 280, 9,
- SK_AXES, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_CHOPPING },
-
- // Polearms
- { WPN_SPEAR, "spear", 6, 3, 12, 50, 3,
- SK_POLEARMS, HANDS_HALF, SIZE_SMALL, MI_NONE, true,
- DAMV_PIERCING },
- { WPN_TRIDENT, "trident", 9, 2, 14, 160, 4,
- SK_POLEARMS, HANDS_HALF, SIZE_MEDIUM, MI_NONE, false,
- DAMV_PIERCING },
- { WPN_DEMON_TRIDENT, "demon trident", 13, 2, 14, 160, 4,
- SK_POLEARMS, HANDS_HALF, SIZE_MEDIUM, MI_NONE, false,
- DAMV_PIERCING },
- { WPN_HALBERD, "halberd", 13, -3, 16, 200, 5,
- SK_POLEARMS, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_CHOPPING | DAM_PIERCE },
- { WPN_SCYTHE, "scythe", 14, -4, 20, 220, 7,
- SK_POLEARMS, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_SLICING },
- { WPN_GLAIVE, "glaive", 15, -3, 18, 200, 6,
- SK_POLEARMS, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_CHOPPING },
- { WPN_LOCHABER_AXE, "lochaber axe", 18, -6, 20, 200, 8,
- SK_POLEARMS, HANDS_TWO, SIZE_LARGE, MI_NONE, false,
- DAMV_CHOPPING },
-
- { WPN_QUARTERSTAFF, "quarterstaff", 9, 2, 12, 180, 7,
- SK_STAVES, HANDS_DOUBLE, SIZE_LARGE, MI_NONE, false,
- DAMV_CRUSHING },
- { WPN_LAJATANG, "lajatang", 14, -3, 14, 200, 3,
- SK_STAVES, HANDS_DOUBLE, SIZE_LARGE, MI_NONE, false,
- DAMV_SLICING },
-
- // Range weapons
- // Notes:
- // - HANDS_HALF means a reloading time penalty if using shield
- // - damage field is used for bonus strength damage (string tension)
- // - slings get a bonus from dex, not str (as tension is meaningless)
- // - str weight is used for speed and applying dex to skill
- { WPN_BLOWGUN, "blowgun", 0, 2, 10, 20, 0,
- SK_DARTS, HANDS_HALF, SIZE_LITTLE, MI_NEEDLE, false,
- DAMV_NON_MELEE },
- { WPN_SLING, "sling", 0, 2, 11, 20, 1,
- SK_SLINGS, HANDS_HALF, SIZE_LITTLE, MI_STONE, false,
- DAMV_NON_MELEE },
- { WPN_HAND_CROSSBOW, "hand crossbow", 3, 4, 15, 70, 5,
- SK_CROSSBOWS, HANDS_HALF, SIZE_SMALL, MI_DART, false,
- DAMV_NON_MELEE },
- { WPN_CROSSBOW, "crossbow", 5, 4, 15, 150, 8,
- SK_CROSSBOWS, HANDS_TWO, SIZE_MEDIUM, MI_BOLT, false,
- DAMV_NON_MELEE },
- { WPN_BOW, "bow", 4, 1, 11, 90, 2,
- SK_BOWS, HANDS_TWO, SIZE_MEDIUM, MI_ARROW, false,
- DAMV_NON_MELEE },
- { WPN_LONGBOW, "longbow", 5, 0, 12, 120, 3,
- SK_BOWS, HANDS_TWO, SIZE_LARGE, MI_ARROW, false,
- DAMV_NON_MELEE },
-};
-
-struct missile_def
-{
- int id;
- const char *name;
- int dam;
- int mass;
- bool throwable;
-};
-
-static int Missile_index[NUM_MISSILES];
-static missile_def Missile_prop[NUM_MISSILES] =
-{
- { MI_NEEDLE, "needle", 0, 1, false },
- { MI_STONE, "stone", 4, 2, true },
- { MI_DART, "dart", 5, 3, true },
- { MI_ARROW, "arrow", 6, 5, false },
- { MI_BOLT, "bolt", 8, 5, false },
- { MI_LARGE_ROCK, "large rock", 20, 1000, true },
-};
-
-struct food_def
-{
- int id;
- const char *name;
- int value;
- int carn_mod;
- int herb_mod;
- int mass;
- int turns;
-};
-
-// NOTE: Any food with special random messages or side effects
-// currently only takes one turn to eat (except ghouls and chunks)...
-// if this changes then those items will have to have special code
-// (like ghoul chunks) to guarantee that the special thing is only
-// done once. See the ghoul eating code over in food.cc.
-static int Food_index[NUM_FOODS];
-static food_def Food_prop[NUM_FOODS] =
-{
- { FOOD_MEAT_RATION, "meat ration", 5000, 500, -1500, 80, 4 },
- { FOOD_SAUSAGE, "sausage", 1500, 150, -400, 40, 1 },
- { FOOD_CHUNK, "chunk", 1000, 100, -500, 100, 3 },
- { FOOD_BEEF_JERKY, "beef jerky", 800, 100, -250, 20, 1 },
-
- { FOOD_BREAD_RATION, "bread ration", 4400, -1500, 750, 80, 4 },
- { FOOD_SNOZZCUMBER, "snozzcumber", 1500, -500, 500, 50, 1 },
- { FOOD_ORANGE, "orange", 1000, -350, 400, 20, 1 },
- { FOOD_BANANA, "banana", 1000, -350, 400, 20, 1 },
- { FOOD_LEMON, "lemon", 1000, -350, 400, 20, 1 },
- { FOOD_PEAR, "pear", 700, -250, 300, 20, 1 },
- { FOOD_APPLE, "apple", 700, -250, 300, 20, 1 },
- { FOOD_APRICOT, "apricot", 700, -250, 300, 15, 1 },
- { FOOD_CHOKO, "choko", 600, -200, 250, 30, 1 },
- { FOOD_RAMBUTAN, "rambutan", 600, -200, 250, 10, 1 },
- { FOOD_LYCHEE, "lychee", 600, -200, 250, 10, 1 },
- { FOOD_STRAWBERRY, "strawberry", 200, -80, 100, 5, 1 },
- { FOOD_GRAPE, "grape", 100, -40, 50, 2, 1 },
- { FOOD_SULTANA, "sultana", 70, -30, 30, 1, 1 },
-
- { FOOD_ROYAL_JELLY, "royal jelly", 4000, 0, 0, 55, 1 },
- { FOOD_HONEYCOMB, "honeycomb", 2000, 0, 0, 40, 1 },
- { FOOD_PIZZA, "pizza", 1500, 0, 0, 40, 1 },
- { FOOD_CHEESE, "cheese", 1200, 0, 0, 40, 1 },
-};
-
-// Must call this functions early on so that the above tables can
-// be accessed correctly.
-void init_properties(void)
-{
- int i;
-
- for (i = 0; i < NUM_ARMOURS; i++)
- Armour_index[ Armour_prop[i].id ] = i;
-
- for (i = 0; i < NUM_WEAPONS; i++)
- Weapon_index[ Weapon_prop[i].id ] = i;
-
- for (i = 0; i < NUM_MISSILES; i++)
- Missile_index[ Missile_prop[i].id ] = i;
-
- for (i = 0; i < NUM_FOODS; i++)
- Food_index[ Food_prop[i].id ] = i;
-}
-
-
-// Some convenient functions to hide the bit operations and create
-// an interface layer between the code and the data in case this
-// gets changed again. -- bwr
-
-//
-// Item cursed status functions:
-//
-bool item_cursed( const item_def &item )
-{
- return (item.flags & ISFLAG_CURSED);
-}
-
-bool item_known_cursed( const item_def &item )
-{
- return ((item.flags & ISFLAG_KNOW_CURSE) && (item.flags & ISFLAG_CURSED));
-}
-
-bool item_known_uncursed( const item_def &item )
-{
- return ((item.flags & ISFLAG_KNOW_CURSE) && !(item.flags & ISFLAG_CURSED));
-}
-
-void do_curse_item( item_def &item )
-{
- item.flags |= ISFLAG_CURSED;
-}
-
-void do_uncurse_item( item_def &item )
-{
- item.flags &= (~ISFLAG_CURSED);
-}
-
-//
-// Item identification status:
-//
-bool item_ident( const item_def &item, unsigned long flags )
-{
- return ((item.flags & flags) == flags);
-}
-
-void set_ident_flags( item_def &item, unsigned long flags )
-{
- item.flags |= flags;
-}
-
-void unset_ident_flags( item_def &item, unsigned long flags )
-{
- item.flags &= (~flags);
-}
-
-//
-// Equipment race and description:
-//
-unsigned long get_equip_race( const item_def &item )
-{
- return (item.flags & ISFLAG_RACIAL_MASK);
-}
-
-unsigned long get_equip_desc( const item_def &item )
-{
- return (item.flags & ISFLAG_COSMETIC_MASK);
-}
-
-void set_equip_race( item_def &item, unsigned long flags )
-{
- ASSERT( (flags & ~ISFLAG_RACIAL_MASK) == 0 );
-
- // first check for base-sub pairs that can't ever have racial types
- switch (item.base_type)
- {
- case OBJ_WEAPONS:
- if (item.sub_type == WPN_GIANT_CLUB
- || item.sub_type == WPN_GIANT_SPIKED_CLUB
- || item.sub_type == WPN_KATANA
- || item.sub_type == WPN_LAJATANG
- || item.sub_type == WPN_SLING
- || item.sub_type == WPN_KNIFE
- || item.sub_type == WPN_QUARTERSTAFF
- || item.sub_type == WPN_DEMON_BLADE
- || item.sub_type == WPN_DEMON_WHIP
- || item.sub_type == WPN_DEMON_TRIDENT)
- {
- return;
- }
- break;
-
- case OBJ_ARMOUR:
- // not hides, dragon armour, crystal plate, or barding
- if (item.sub_type >= ARM_DRAGON_HIDE
- && item.sub_type <= ARM_SWAMP_DRAGON_ARMOUR
- && item.sub_type != ARM_CENTAUR_BARDING
- && item.sub_type != ARM_NAGA_BARDING)
- {
- return;
- }
- break;
-
- case OBJ_MISSILES:
- if (item.sub_type == MI_STONE || item.sub_type == MI_LARGE_ROCK)
- return;
- break;
-
- default:
- return;
- }
-
- // check that item is appropriate for racial type
- switch (flags)
- {
- case ISFLAG_ELVEN:
- if (item.base_type == OBJ_ARMOUR
- && (item.sub_type == ARM_SPLINT_MAIL
- || item.sub_type == ARM_BANDED_MAIL
- || item.sub_type == ARM_PLATE_MAIL))
- {
- return;
- }
- break;
-
- case ISFLAG_DWARVEN:
- if (item.base_type == OBJ_ARMOUR
- && (item.sub_type == ARM_ROBE
- || item.sub_type == ARM_LEATHER_ARMOUR
- || item.sub_type == ARM_STUDDED_LEATHER_ARMOUR))
- {
- return;
- }
- break;
-
- case ISFLAG_ORCISH:
- default:
- break;
- }
-
- item.flags &= ~ISFLAG_RACIAL_MASK; // delete previous
- item.flags |= flags;
-}
-
-void set_equip_desc( item_def &item, unsigned long flags )
-{
- ASSERT( (flags & ~ISFLAG_COSMETIC_MASK) == 0 );
-
- item.flags &= ~ISFLAG_COSMETIC_MASK; // delete previous
- item.flags |= flags;
-}
-
-//
-// These functions handle the description and subtypes for helmets/caps
-//
-short get_helmet_type( const item_def &item )
-{
- ASSERT( item.base_type == OBJ_ARMOUR
- && get_armour_slot( item ) == EQ_HELMET );
-
- return (item.plus2 & THELM_TYPE_MASK);
-}
-
-short get_helmet_desc( const item_def &item )
-{
- ASSERT( item.base_type == OBJ_ARMOUR
- && get_armour_slot( item ) == EQ_HELMET );
-
- return (item.plus2 & THELM_DESC_MASK);
-}
-
-void set_helmet_type( item_def &item, short type )
-{
- ASSERT( (type & ~THELM_TYPE_MASK) == 0 );
- ASSERT( item.base_type == OBJ_ARMOUR
- && get_armour_slot( item ) == EQ_HELMET );
-
- // make sure we have the right sub_type (to get properties correctly)
- if (type == THELM_HELMET || type == THELM_HELM)
- item.sub_type = ARM_HELMET;
-
- // [dshaligram] FIXME: This is for when we import caps
- // else
- // item.sub_type = ARM_CAP;
-
- item.plus2 &= ~THELM_TYPE_MASK;
- item.plus2 |= type;
-}
-
-void set_helmet_desc( item_def &item, short type )
-{
- ASSERT( (type & ~THELM_DESC_MASK) == 0 );
- ASSERT( item.base_type == OBJ_ARMOUR
- && get_armour_slot( item ) == EQ_HELMET );
-
- const int helmtype = get_helmet_type(item);
- if ((helmtype == THELM_CAP || helmtype == THELM_WIZARD_HAT)
- && type > THELM_DESC_PLUMED)
- type = THELM_DESC_PLAIN;
-
- item.plus2 &= ~THELM_DESC_MASK;
- item.plus2 |= type;
-}
-
-bool is_hard_helmet(const item_def &item)
-{
- return (item.base_type == OBJ_ARMOUR
- && item.sub_type == ARM_HELMET
- && (get_helmet_type(item) == THELM_HELM
- || get_helmet_type(item) == THELM_HELMET));
-}
-
-void set_helmet_random_desc( item_def &item )
-{
- ASSERT( item.base_type == OBJ_ARMOUR
- && get_armour_slot( item ) == EQ_HELMET );
-
- item.plus2 &= ~THELM_DESC_MASK;
-
- if (is_hard_helmet(item))
- item.plus2 |= (random2(8) << 8);
- else
- item.plus2 |= (random2(5) << 8);
-
-}
-
-bool is_helmet_type( const item_def &item, short val )
-{
- if (item.base_type != OBJ_ARMOUR || get_armour_slot( item ) != EQ_HELMET)
- return (false);
-
- return (get_helmet_type( item ) == val);
-}
-
-//
-// Ego item functions:
-//
-bool set_item_ego_type( item_def &item, int item_type, int ego_type )
-{
- if (item.base_type == item_type
- && !is_random_artefact( item )
- && !is_fixed_artefact( item ))
- {
- item.special = ego_type;
- return (true);
- }
-
- return (false);
-}
-
-int get_weapon_brand( const item_def &item )
-{
- // Weapon ego types are "brands", so we do the randart lookup here.
-
- // Staves "brands" handled specially
- if (item.base_type != OBJ_WEAPONS)
- return (SPWPN_NORMAL);
-
- if (is_fixed_artefact( item ))
- {
- switch (item.special)
- {
- case SPWPN_SWORD_OF_CEREBOV:
- return (SPWPN_FLAMING);
-
- case SPWPN_STAFF_OF_OLGREB:
- return (SPWPN_VENOM);
-
- case SPWPN_VAMPIRES_TOOTH:
- return (SPWPN_VAMPIRICISM);
-
- default:
- return (SPWPN_NORMAL);
- }
- }
- else if (is_random_artefact( item ))
- {
- return (randart_wpn_property( item, RAP_BRAND ));
- }
-
- return (item.special);
-}
-
-int get_ammo_brand( const item_def &item )
-{
- // no artefact arrows yet -- bwr
- if (item.base_type != OBJ_MISSILES || is_random_artefact( item ))
- return (SPMSL_NORMAL);
-
- return (item.special);
-}
-
-int get_armour_ego_type( const item_def &item )
-{
- // artefact armours have no ego type, must look up powers separately
- if (item.base_type != OBJ_ARMOUR
- || (is_random_artefact( item ) && !is_unrandom_artefact( item )))
- {
- return (SPARM_NORMAL);
- }
-
- return (item.special);
-}
-
-//
-// Armour information and checking functions
-//
-bool hide2armour( item_def &item )
-{
- if (item.base_type != OBJ_ARMOUR)
- return (false);
-
- switch (item.sub_type)
- {
- default:
- return (false);
-
- case ARM_DRAGON_HIDE:
- item.sub_type = ARM_DRAGON_ARMOUR;
- break;
-
- case ARM_TROLL_HIDE:
- item.sub_type = ARM_TROLL_LEATHER_ARMOUR;
- break;
-
- case ARM_ICE_DRAGON_HIDE:
- item.sub_type = ARM_ICE_DRAGON_ARMOUR;
- break;
-
- case ARM_MOTTLED_DRAGON_HIDE:
- item.sub_type = ARM_MOTTLED_DRAGON_ARMOUR;
- break;
-
- case ARM_STORM_DRAGON_HIDE:
- item.sub_type = ARM_STORM_DRAGON_ARMOUR;
- break;
-
- case ARM_GOLD_DRAGON_HIDE:
- item.sub_type = ARM_GOLD_DRAGON_ARMOUR;
- break;
-
- case ARM_SWAMP_DRAGON_HIDE:
- item.sub_type = ARM_SWAMP_DRAGON_ARMOUR;
- break;
-
- case ARM_STEAM_DRAGON_HIDE:
- item.sub_type = ARM_STEAM_DRAGON_ARMOUR;
- break;
- }
-
- return (true);
-} // end hide2armour()
-
-// Return the enchantment limit of a piece of armour
-int armour_max_enchant( const item_def &item )
-{
- ASSERT( item.base_type == OBJ_ARMOUR );
-
- const int eq_slot = get_armour_slot( item );
-
- int max_plus = MAX_SEC_ENCHANT;
- if (eq_slot == EQ_BODY_ARMOUR || eq_slot == EQ_SHIELD)
- max_plus = MAX_ARM_ENCHANT;
-
- return (max_plus);
-}
-
-// doesn't include animal skin (only skins we can make and enchant)
-bool armour_is_hide( const item_def &item, bool inc_made )
-{
- ASSERT( item.base_type == OBJ_ARMOUR );
-
- switch (item.sub_type)
- {
- case ARM_TROLL_LEATHER_ARMOUR:
- case ARM_DRAGON_ARMOUR:
- case ARM_ICE_DRAGON_ARMOUR:
- case ARM_STEAM_DRAGON_ARMOUR:
- case ARM_MOTTLED_DRAGON_ARMOUR:
- case ARM_STORM_DRAGON_ARMOUR:
- case ARM_GOLD_DRAGON_ARMOUR:
- case ARM_SWAMP_DRAGON_ARMOUR:
- return (inc_made);
-
- case ARM_TROLL_HIDE:
- case ARM_DRAGON_HIDE:
- case ARM_ICE_DRAGON_HIDE:
- case ARM_STEAM_DRAGON_HIDE:
- case ARM_MOTTLED_DRAGON_HIDE:
- case ARM_STORM_DRAGON_HIDE:
- case ARM_GOLD_DRAGON_HIDE:
- case ARM_SWAMP_DRAGON_HIDE:
- return (true);
-
- default:
- break;
- }
-
- return (false);
-}
-
-// used to distinguish shiny and embroidered
-bool armour_not_shiny( const item_def &item )
-{
- ASSERT( item.base_type == OBJ_ARMOUR );
-
- switch (item.sub_type)
- {
- case ARM_ROBE:
- case ARM_CLOAK:
- case ARM_GLOVES:
- case ARM_BOOTS:
- case ARM_NAGA_BARDING:
- case ARM_CENTAUR_BARDING:
- case ARM_CAP:
- case ARM_LEATHER_ARMOUR:
- case ARM_STUDDED_LEATHER_ARMOUR:
- case ARM_ANIMAL_SKIN:
- case ARM_TROLL_HIDE:
- case ARM_TROLL_LEATHER_ARMOUR:
- return (true);
-
- case ARM_HELMET:
- {
- const int helmtype = get_helmet_type(item);
- return (helmtype == THELM_CAP || helmtype == THELM_WIZARD_HAT);
- }
- default:
- break;
- }
-
- return (false);
-}
-
-int armour_str_required( const item_def &arm )
-{
- ASSERT (arm.base_type == OBJ_ARMOUR );
-
- int ret = 0;
-
- const equipment_type slot = get_armour_slot( arm );
- const int mass = item_mass( arm );
-
- switch (slot)
- {
- case EQ_BODY_ARMOUR:
- ret = mass / 35;
- break;
-
- case EQ_SHIELD:
- ret = mass / 15;
- break;
-
- default:
- break;
- }
-
- return ((ret < STR_REQ_THRESHOLD) ? 0 : ret);
-}
-
-equipment_type get_armour_slot( const item_def &item )
-{
- ASSERT( item.base_type == OBJ_ARMOUR );
-
- return (Armour_prop[ Armour_index[item.sub_type] ].slot);
-}
-
-bool jewellery_is_amulet( const item_def &item )
-{
- ASSERT( item.base_type == OBJ_JEWELLERY );
-
- return (item.sub_type >= AMU_RAGE);
-}
-
-bool check_jewellery_size( const item_def &item, size_type size )
-{
- ASSERT( item.base_type == OBJ_JEWELLERY );
-
- // Currently assuming amulets are always wearable (only needs
- // to be held over head or heart... giants can strap it on with
- // a bit of binder twine). However, rings need to actually fit
- // around the ring finger to work, and so the big cannot use them.
- return (size <= SIZE_LARGE || jewellery_is_amulet( item ));
-}
-
-// Returns the basic light status of an armour, ignoring things like the
-// elven bonus... you probably want is_light_armour() most times.
-bool base_armour_is_light( const item_def &item )
-{
- ASSERT( item.base_type == OBJ_ARMOUR );
-
- return (Armour_prop[ Armour_index[item.sub_type] ].light);
-}
-
-// returns number of sizes off
-int fit_armour_size( const item_def &item, size_type size )
-{
- ASSERT( item.base_type == OBJ_ARMOUR );
-
- const size_type min = Armour_prop[ Armour_index[item.sub_type] ].fit_min;
- const size_type max = Armour_prop[ Armour_index[item.sub_type] ].fit_max;
-
- if (size < min)
- return (min - size); // -'ve means levels too small
- else if (size > max)
- return (max - size); // +'ve means levels too large
-
- return (0);
-}
-
-// returns true if armour fits size (shape needs additional verification)
-bool check_armour_size( const item_def &item, size_type size )
-{
- ASSERT( item.base_type == OBJ_ARMOUR );
-
- return (fit_armour_size( item, size ) == 0);
-}
-
-// Note that this function is used to check validity of equipment
-// coming out of transformations... so it shouldn't contain any
-// wield/unwield only checks like two-handed weapons and shield.
-bool check_armour_shape( const item_def &item, bool quiet )
-{
- ASSERT( item.base_type == OBJ_ARMOUR );
-
- const int slot = get_armour_slot( item );
-
- if (!player_is_shapechanged())
- {
- switch (slot)
- {
- case EQ_BOOTS:
- switch (you.species)
- {
- case SP_NAGA:
- if (item.sub_type != ARM_NAGA_BARDING)
- {
- if (!quiet)
- mpr( "You can't wear that!" );
-
- return (false);
- }
- break;
-
- case SP_CENTAUR:
- if (item.sub_type != ARM_CENTAUR_BARDING)
- {
- if (!quiet)
- mpr( "You can't wear that!" );
-
- return (false);
- }
- break;
-
- case SP_KENKU:
- if (!quiet)
- {
- if (item.sub_type == ARM_BOOTS)
- mpr( "Boots don't fit your feet!" );
- else
- mpr( "You can't wear barding!" );
- }
- return (false);
-
- case SP_MERFOLK:
- if (player_in_water() && item.sub_type == ARM_BOOTS)
- {
- if (!quiet)
- mpr( "You don't currently have feet!" );
-
- return (false);
- }
- // intentional fall-through
- default:
- if (item.sub_type == ARM_NAGA_BARDING
- || item.sub_type == ARM_CENTAUR_BARDING)
- {
- if (!quiet)
- mpr( "You can't wear barding!" );
-
- return (false);
- }
-
- if (you.mutation[MUT_HOOVES] >= 2)
- {
- if (!quiet)
- mpr( "You can't wear boots with hooves!" );
-
- return (false);
- }
- break;
- }
- break;
-
- case EQ_HELMET:
- if (item.sub_type == ARM_CAP
- || get_helmet_type(item) == THELM_CAP
- || get_helmet_type(item) == THELM_WIZARD_HAT)
- break;
-
- if (you.species == SP_KENKU)
- {
- if (!quiet)
- mpr( "That helmet does not fit your head!" );
-
- return (false);
- }
-
- if (you.species == SP_MINOTAUR || you.mutation[MUT_HORNS])
- {
- if (!quiet)
- mpr( "You can't wear that with your horns!" );
-
- return (false);
- }
- break;
-
- case EQ_GLOVES:
- if (you.mutation[MUT_CLAWS] >= 3)
- {
- if (!quiet)
- mpr( "You can't wear gloves with your huge claws!" );
-
- return (false);
- }
- break;
-
- case EQ_BODY_ARMOUR:
- // Cannot swim in heavy armour
- if (player_is_swimming() && !is_light_armour( item ))
- {
- if (!quiet)
- mpr("You can't swim in that!");
-
- return (false);
- }
-
- // Draconians are human-sized, but have wings that cause problems
- // with most body armours (only very flexible fit allowed).
- if (player_genus( GENPC_DRACONIAN )
- && !check_armour_size( item, SIZE_BIG ))
- {
- if (!quiet)
- mpr( "That armour doesn't fit your wings." );
-
- return (false);
- }
- break;
-
- default:
- break;
- }
- }
- else
- {
- // Note: some transformation include all of the above as well
- if (item.sub_type == ARM_NAGA_BARDING
- || item.sub_type == ARM_CENTAUR_BARDING)
- {
- if (!quiet)
- mpr( "You can't wear barding in your current form!" );
-
- return (false);
- }
- }
-
- // Note: This need to be checked after all the special cases
- // above, and in addition to shapechanged or not. This is
- // a simple check against the armour types that are forced off.
-
- // FIXME FIXME FIXME
- /*
- if (!transform_can_equip_type( slot ))
- {
- if (!quiet)
- mpr( "You can't wear that in your current form!" );
-
- return (false);
- }
- */
-
- return (true);
-}
-
-//
-// Weapon information and checking functions:
-//
-
-// Checks how rare a weapon is. Many of these have special routines for
-// placement, especially those with a rarity of zero. Chance is out of 10.
-int weapon_rarity( int w_type )
-{
- switch (w_type)
- {
- case WPN_CLUB:
- case WPN_DAGGER:
- return (10);
-
- case WPN_HAND_AXE:
- case WPN_MACE:
- case WPN_QUARTERSTAFF:
- return (9);
-
- case WPN_BOW:
- case WPN_FLAIL:
- case WPN_HAMMER:
- case WPN_SABRE:
- case WPN_SHORT_SWORD:
- case WPN_SLING:
- case WPN_SPEAR:
- return (8);
-
- case WPN_FALCHION:
- case WPN_LONG_SWORD:
- case WPN_MORNINGSTAR:
- case WPN_WAR_AXE:
- return (7);
-
- case WPN_BATTLEAXE:
- case WPN_CROSSBOW:
- case WPN_GREAT_SWORD:
- case WPN_SCIMITAR:
- case WPN_TRIDENT:
- return (6);
-
- case WPN_GLAIVE:
- case WPN_HALBERD:
- case WPN_BLOWGUN:
- return (5);
-
- case WPN_BROAD_AXE:
- case WPN_HAND_CROSSBOW:
- case WPN_SPIKED_FLAIL:
- case WPN_WHIP:
- return (4);
-
- case WPN_GREAT_MACE:
- return (3);
-
- case WPN_ANCUS:
- case WPN_DIRE_FLAIL:
- case WPN_SCYTHE:
- case WPN_LONGBOW:
- return (2);
-
- case WPN_GIANT_CLUB:
- case WPN_GIANT_SPIKED_CLUB:
- case WPN_LOCHABER_AXE:
- return (1);
-
- case WPN_DOUBLE_SWORD:
- case WPN_EVENINGSTAR:
- case WPN_EXECUTIONERS_AXE:
- case WPN_KATANA:
- case WPN_LAJATANG:
- case WPN_KNIFE:
- case WPN_QUICK_BLADE:
- case WPN_TRIPLE_SWORD:
- case WPN_DEMON_TRIDENT:
- case WPN_DEMON_WHIP:
- case WPN_DEMON_BLADE:
- case WPN_BLESSED_BLADE:
- // zero value weapons must be placed specially -- see make_item() {dlb}
- return (0);
-
- default:
- break;
- }
-
- return (0);
-} // end rare_weapon()
-
-int get_vorpal_type( const item_def &item )
-{
- int ret = DVORP_NONE;
-
- if (item.base_type == OBJ_WEAPONS)
- ret = (Weapon_prop[ Weapon_index[item.sub_type] ].dam_type & DAMV_MASK);
-
- return (ret);
-} // end vorpal_type()
-
-int get_damage_type( const item_def &item )
-{
- int ret = DAM_BASH;
-
- if (item.base_type == OBJ_WEAPONS)
- ret = (Weapon_prop[ Weapon_index[item.sub_type] ].dam_type & DAM_MASK);
-
- return (ret);
-} // end damage_type()
-
-bool does_damage_type( const item_def &item, int dam_type )
-{
- return (get_damage_type( item ) & dam_type);
-} // end does_damage_type()
-
-
-// give hands required to wield weapon for a torso of "size"
-hands_reqd_type hands_reqd( const item_def &item, size_type size )
-{
- int ret = HANDS_ONE;
- int fit;
- bool doub = false;
-
- switch (item.base_type)
- {
- case OBJ_STAVES:
- case OBJ_WEAPONS:
- // Merging staff with magical staves for consistancy... doing
- // as a special case because we want to be very flexible with
- // these useful objects (we want spriggans and ogre magi to
- // be able to use them).
- if (item.base_type == OBJ_STAVES || item.sub_type == WPN_QUARTERSTAFF)
- {
- if (size < SIZE_SMALL)
- ret = HANDS_TWO;
- else if (size > SIZE_LARGE)
- ret = HANDS_ONE;
- else
- ret = HANDS_HALF;
- break;
- }
-
- ret = Weapon_prop[ Weapon_index[item.sub_type] ].hands;
-
- // size is the level where we can use one hand for one end
- if (ret == HANDS_DOUBLE)
- {
- doub = true;
- ret = HANDS_HALF;
- }
-
- // adjust handedness for size only for non-whip melee weapons
- if (!is_range_weapon( item )
- && item.sub_type != WPN_WHIP
- && item.sub_type != WPN_DEMON_WHIP)
- {
- fit = cmp_weapon_size( item, size );
-
- // Adjust handedness for non-medium races:
- // (XX values don't matter, see fit_weapon_wieldable_size)
- //
- // Spriggan Kobold Human Ogre Big Giant
- // Little 0 0 0 XX XX XX
- // Small +1 0 0 -2 XX XX
- // Medium XX +1 0 -1 -2 XX
- // Large XX XX 0 0 -1 -2
- // Big XX XX XX 0 0 -1
- // Giant XX XX XX XX 0 0
-
- // Note the stretching of double weapons for larger characters
- // by one level since they tend to be larger weapons.
- if (size < SIZE_MEDIUM && fit > 0)
- ret += fit;
- else if (size > SIZE_MEDIUM && fit < 0)
- ret += (fit + doub);
- }
- break;
-
- case OBJ_CORPSES: // unwieldy
- ret = HANDS_TWO;
- break;
-
- case OBJ_ARMOUR: // barding and body armours are unwieldy
- if (item.sub_type == ARM_NAGA_BARDING
- || item.sub_type == ARM_CENTAUR_BARDING
- || get_armour_slot( item ) == EQ_BODY_ARMOUR)
- {
- ret = HANDS_TWO;
- }
- break;
-
- default:
- break;
- }
-
- if (ret > HANDS_TWO)
- ret = HANDS_TWO;
- else if (ret < HANDS_ONE)
- ret = HANDS_ONE;
-
- return (static_cast< hands_reqd_type >( ret ));
-}
-
-bool is_double_ended( const item_def &item )
-{
- if (item.base_type == OBJ_STAVES)
- return (true);
- else if (item.base_type != OBJ_WEAPONS)
- return (false);
-
- return (Weapon_prop[ Weapon_index[item.sub_type] ].hands == HANDS_DOUBLE);
-}
-
-int double_wpn_awkward_speed( const item_def &item )
-{
- ASSERT( is_double_ended( item ) );
-
- const int base = property( item, PWPN_SPEED );
-
- return ((base * 30 + 10) / 20 + 2);
-}
-
-
-bool is_demonic( const item_def &item )
-{
- if (item.base_type == OBJ_WEAPONS)
- {
- switch (item.sub_type)
- {
- case WPN_DEMON_BLADE:
- case WPN_DEMON_WHIP:
- case WPN_DEMON_TRIDENT:
- return (true);
-
- default:
- break;
- }
- }
-
- return (false);
-} // end is_demonic()
-
-int weapon_str_weight( const item_def &wpn )
-{
- ASSERT (wpn.base_type == OBJ_WEAPONS || wpn.base_type == OBJ_STAVES);
-
- if (wpn.base_type == OBJ_STAVES)
- return (Weapon_prop[ Weapon_index[WPN_QUARTERSTAFF] ].str_weight);
-
- return (Weapon_prop[ Weapon_index[wpn.sub_type] ].str_weight);
-}
-
-int weapon_dex_weight( const item_def &wpn )
-{
- return (10 - weapon_str_weight( wpn ));
-}
-
-int weapon_impact_mass( const item_def &wpn )
-{
- ASSERT (wpn.base_type == OBJ_WEAPONS || wpn.base_type == OBJ_STAVES);
-
- return ((weapon_str_weight( wpn ) * item_mass( wpn ) + 5) / 10);
-}
-
-int weapon_str_required( const item_def &wpn, bool hand_half )
-{
- ASSERT (wpn.base_type == OBJ_WEAPONS || wpn.base_type == OBJ_STAVES);
-
- const int req = weapon_impact_mass( wpn ) / ((hand_half) ? 11 : 10);
-
- return ((req < STR_REQ_THRESHOLD) ? 0 : req);
-}
-
-// returns melee skill of item
-skill_type weapon_skill( const item_def &item )
-{
- if (item.base_type == OBJ_WEAPONS && !is_range_weapon( item ))
- return (Weapon_prop[ Weapon_index[item.sub_type] ].skill);
- else if (item.base_type == OBJ_STAVES)
- return (SK_STAVES);
-
- // this is used to mark that only fighting applies.
- return (SK_FIGHTING);
-}
-
-// front function for the above when we don't have a physical item to check
-skill_type weapon_skill( int wclass, int wtype )
-{
- item_def wpn;
-
- wpn.base_type = wclass;
- wpn.sub_type = wtype;
-
- return (weapon_skill( wpn ));
-} // end weapon_skill()
-
-// returns range skill of the item
-skill_type range_skill( const item_def &item )
-{
- if (item.base_type == OBJ_WEAPONS && is_range_weapon( item ))
- return (Weapon_prop[ Weapon_index[item.sub_type] ].skill);
- else if (item.base_type == OBJ_MISSILES && item.sub_type == MI_DART)
- return (SK_DARTS);
-
- return (SK_RANGED_COMBAT);
-}
-
-// front function for the above when we don't have a physical item to check
-skill_type range_skill( int wclass, int wtype )
-{
- item_def wpn;
-
- wpn.base_type = wclass;
- wpn.sub_type = wtype;
-
- return (range_skill( wpn ));
-} // end weapon_skill()
-
-
-// Calculate the bonus to melee EV for using "wpn", with "skill" and "dex"
-// to protect a body of size "body".
-int weapon_ev_bonus( const item_def &wpn, int skill, size_type body, int dex,
- bool hide_hidden )
-{
- ASSERT( wpn.base_type == OBJ_WEAPONS || wpn.base_type == OBJ_STAVES );
-
- int ret = 0;
-
- // Note: ret currently measured in halves (see skill factor)
- if (wpn.sub_type == WPN_WHIP || wpn.sub_type == WPN_DEMON_WHIP)
- ret = 3 + (dex / 5);
- else if (weapon_skill( wpn ) == SK_POLEARMS)
- ret = 2 + (dex / 5);
-
- // weapons of reaching are naturally a bit longer/flexier
- if (!hide_hidden || item_ident( wpn, ISFLAG_KNOW_TYPE ))
- {
- if (get_weapon_brand( wpn ) == SPWPN_REACHING)
- ret += 1;
- }
-
- // only consider additional modifications if we have a positive base:
- if (ret > 0)
- {
- // Size factors:
- // - large characters can't cover their flanks as well
- // - note that not all weapons are available to small characters
- if (body > SIZE_LARGE)
- ret -= (4 * (body - SIZE_LARGE) - 2);
- else if (body < SIZE_MEDIUM)
- ret += 1;
-
- // apply skill (and dividing by 2)
- ret = (ret * (skill + 10)) / 20;
-
- // make sure things can't get too insane
- if (ret > 8)
- ret = 8 + (ret - 8) / 2;
- }
-
- // Note: this is always a bonus
- return ((ret > 0) ? ret : 0);
-}
-
-static size_type weapon_size( const item_def &item )
-{
- ASSERT (item.base_type == OBJ_WEAPONS || item.base_type == OBJ_STAVES);
-
- if (item.base_type == OBJ_STAVES)
- return (Weapon_prop[ Weapon_index[WPN_QUARTERSTAFF] ].fit_size);
-
- return (Weapon_prop[ Weapon_index[item.sub_type] ].fit_size);
-}
-
-// returns number of sizes off
-int cmp_weapon_size( const item_def &item, size_type size )
-{
- ASSERT( item.base_type == OBJ_WEAPONS || item.base_type == OBJ_STAVES );
-
- return (weapon_size( item ) - size);
-}
-
-// Returns number of sizes away from being a usable weapon
-int fit_weapon_wieldable_size( const item_def &item, size_type size )
-{
- ASSERT( item.base_type == OBJ_WEAPONS || item.base_type == OBJ_STAVES );
-
- const int fit = cmp_weapon_size( item, size );
-
- return ((fit < -2) ? fit + 2 : (fit > 1) ? fit - 1 : 0);
-}
-
-// Returns number of sizes away from being throwable... the window
-// is currently [size - 5, size - 1].
-int fit_item_throwable_size( const item_def &item, size_type size )
-{
- int ret = item_size( item ) - size;
-
- return ((ret >= 0) ? ret + 1 : (ret > -6) ? 0 : ret + 5);
-}
-
-// Returns true if weapon is usable as a tool
-// Note that we assume that tool usable >= wieldable
-bool check_weapon_tool_size( const item_def &item, size_type size )
-{
- ASSERT( item.base_type == OBJ_WEAPONS || item.base_type == OBJ_STAVES );
-
- // Staves are currently usable for everyone just to be nice.
- if (item.base_type == OBJ_STAVES || item.sub_type == WPN_QUARTERSTAFF)
- return (true);
-
- const int fit = cmp_weapon_size( item, size );
-
- return (fit >= -3 && fit <= 1);
-}
-
-// Returns true if weapon is uasable as a weapon
-bool check_weapon_wieldable_size( const item_def &item, size_type size )
-{
- ASSERT( item.base_type == OBJ_WEAPONS || item.base_type == OBJ_STAVES );
-
- return (fit_weapon_wieldable_size( item, size ) == 0);
-}
-
-// Note that this function is used to check validity of equipment
-// coming out of transformations... so it shouldn't contain any
-// wield/unwield only checks like two-handed weapons and shield.
-// check_id is only used for descriptions, where we don't want to
-// give away any information the player doesn't have yet.
-bool check_weapon_shape( const item_def &item, bool quiet, bool check_id )
-{
- const int brand = get_weapon_brand( item );
-
- if ((!check_id || item_ident( item, ISFLAG_KNOW_TYPE ))
- && ((item.base_type == OBJ_WEAPONS
- && item.sub_type == WPN_BLESSED_BLADE)
- || brand == SPWPN_HOLY_WRATH
- || brand == SPWPN_DISRUPTION)
- && (you.is_undead || you.species == SP_DEMONSPAWN))
- {
- if (!quiet)
- mpr( "This weapon will not allow you to wield it." );
-
- return (false);
- }
-
- // Note: this should always be done last, see check_armour_shape()
- // FIXME FIXME FIXME
- /*
- if (!transform_can_equip_type( EQ_WEAPON ))
- {
- if (!quiet)
- mpr( "You can't wield anything in your current form!" );
-
- return (false);
- }
- */
-
- return (true);
-}
-
-// Returns the you.inv[] index of our wielded weapon or -1 (no item, not wield)
-int get_inv_wielded( void )
-{
- return (player_weapon_wielded() ? you.equip[EQ_WEAPON] : -1);
-}
-
-// Returns the you.inv[] index of our hand tool or -1 (no item, not usable)
-// Note that we don't count armour and such as "tools" here because
-// this function is used to judge if the item will sticky curse to
-// our hands.
-int get_inv_hand_tool( void )
-{
- const int tool = you.equip[EQ_WEAPON];
-
- // FIXME
- /*
- if (tool == -1 || !is_tool( you.inv[tool] ))
- return (-1);
-
- if (you.inv[tool].base_type == OBJ_WEAPONS
- || you.inv[tool].base_type == OBJ_STAVES)
- {
- // assuring that bad "shape" weapons aren't in hand
- ASSERT( check_weapon_shape( you.inv[tool], false ) );
-
- if (!check_weapon_tool_size( you.inv[tool], player_size() ))
- return (-1);
- }
- */
-
- return (tool);
-}
-
-// Returns the you.inv[] index of the thing in our hand... this is provided
-// as a service to specify that both of the above are irrelevant.
-// Do not use this for low level functions dealing with wielding directly.
-int get_inv_in_hand( void )
-{
- return (you.equip[EQ_WEAPON]);
-}
-
-//
-// Launcher and ammo functions:
-//
-missile_type fires_ammo_type( const item_def &item )
-{
- if (item.base_type != OBJ_WEAPONS)
- return (MI_NONE);
-
- return (Weapon_prop[ Weapon_index[item.sub_type] ].ammo);
-}
-
-bool is_range_weapon( const item_def &item )
-{
- return (fires_ammo_type( item ) != MI_NONE);
-}
-
-bool is_range_weapon_type( weapon_type wtype )
-{
- item_def wpn;
-
- wpn.base_type = OBJ_WEAPONS;
- wpn.sub_type = wtype;
-
- return (is_range_weapon( wpn ));
-}
-
-const char * ammo_name( const item_def &bow )
-{
- ASSERT( is_range_weapon( bow ) );
-
- const int ammo = fires_ammo_type( bow );
-
- return (Missile_prop[ Missile_index[ammo] ].name);
-}
-
-// returns true if item can be reasonably thrown without a launcher
-bool is_throwable( const item_def &wpn )
-{
- if (wpn.base_type == OBJ_WEAPONS)
- return (Weapon_prop[ Weapon_index[wpn.sub_type] ].throwable);
- else if (wpn.base_type == OBJ_MISSILES)
- return (Missile_prop[ Missile_index[wpn.sub_type] ].throwable);
-
- return (false);
-}
-
-// FIXME
-#if 0
-// decide if "being" is launching or throwing "ammo"
-launch_retval is_launched( int being_id, const item_def &ammo, bool msg )
-{
- ASSERT( being_id != MHITNOT );
-
- launch_retval ret = LRET_FUMBLED;
-
- const item_def * lnch = 0;
- int fit = 0;
-
- if (being_id == MHITYOU)
- {
- const int wpn = get_inv_wielded();
- lnch = (wpn == -1) ? 0 : &you.inv[wpn];
- fit = fit_item_throwable_size( ammo, player_size() );
- }
- else // monster case
- {
- const int wpn = menv[being_id].inv[MSLOT_WEAPON];
- lnch = (wpn == NON_ITEM) ? 0 : &mitm[wpn];
- fit = fit_item_throwable_size( ammo, mons_size( menv[being_id].type ) );
- }
-
- if (lnch
- && lnch->base_type == OBJ_WEAPONS
- && is_range_weapon( *lnch )
- && ammo.base_type == OBJ_MISSILES
- && ammo.sub_type == fires_ammo_type( *lnch ))
- {
- ret = LRET_LAUNCHED;
- }
- else if (is_throwable( ammo ))
- {
- if (fit == 0)
- ret = LRET_THROWN;
- else
- {
- ret = LRET_FUMBLED;
-
- if (being_id == MHITYOU && msg)
- {
- mpr( MSGCH_WARN, "It's difficult to throw such a%s object.",
- (fit > 0) ? " large" : (fit < 0) ? " small" : "n awkward" );
- }
- }
- }
-
- return (ret);
-}
-#endif
-
-//
-// Staff/rod functions:
-//
-bool item_is_rod( const item_def &item )
-{
- return (item.base_type == OBJ_STAVES
- && item.sub_type >= STAFF_SMITING && item.sub_type < STAFF_AIR);
-}
-
-bool item_is_staff( const item_def &item )
-{
- // Isn't De Morgan's law wonderful. -- bwr
- return (item.base_type == OBJ_STAVES
- && (item.sub_type < STAFF_SMITING || item.sub_type >= STAFF_AIR));
-}
-
-//
-// Ring functions:
-//
-// Returns number of pluses on jewellery (always none for amulets yet).
-int ring_has_pluses( const item_def &item )
-{
- ASSERT (item.base_type == OBJ_JEWELLERY);
-
- switch (item.sub_type)
- {
- case RING_SLAYING:
- return (2);
-
- case RING_PROTECTION:
- case RING_EVASION:
- case RING_STRENGTH:
- case RING_INTELLIGENCE:
- case RING_DEXTERITY:
- return (1);
-
- default:
- break;
- }
-
- return (0);
-}
-
-//
-// Food functions:
-//
-bool food_is_meat( const item_def &item )
-{
- ASSERT( is_valid_item( item ) && item.base_type == OBJ_FOOD );
-
- return (Food_prop[ Food_index[item.sub_type] ].carn_mod > 0);
-}
-
-bool food_is_veg( const item_def &item )
-{
- ASSERT( is_valid_item( item ) && item.base_type == OBJ_FOOD );
-
- return (Food_prop[ Food_index[item.sub_type] ].herb_mod > 0);
-}
-
-// returns food value for one turn of eating
-int food_value( const item_def &item )
-{
- ASSERT( is_valid_item( item ) && item.base_type == OBJ_FOOD );
-
- const int herb = you.mutation[MUT_HERBIVOROUS];
-
- // XXX: this needs to be better merged with the mutation system
- const int carn = (you.species == SP_KOBOLD || you.species == SP_GHOUL) ? 3
- : you.mutation[MUT_CARNIVOROUS];
-
- const food_def &food = Food_prop[ Food_index[item.sub_type] ];
-
- int ret = food.value;
-
- ret += (carn * food.carn_mod);
- ret += (herb * food.herb_mod);
-
- return ((ret > 0) ? div_rand_round( ret, food.turns ) : 0);
-}
-
-int food_turns( const item_def &item )
-{
- ASSERT( is_valid_item( item ) && item.base_type == OBJ_FOOD );
-
- return (Food_prop[ Food_index[item.sub_type] ].turns);
-}
-
-bool can_cut_meat( const item_def &item )
-{
- return (does_damage_type( item, DAM_SLICE ));
-}
-
-// returns true if item counts as a tool for tool size comaparisons and msgs
-bool is_tool( const item_def &item )
-{
- // Currently using OBJ_WEAPONS instead of can_cut_meat() as almost
- // any weapon might be an evocable artefact.
- return (item.base_type == OBJ_WEAPONS
- || item.base_type == OBJ_STAVES
- || (item.base_type == OBJ_MISCELLANY
- && item.sub_type != MISC_RUNE_OF_ZOT));
-}
-
-
-//
-// Generic item functions:
-//
-int property( const item_def &item, int prop_type )
-{
- switch (item.base_type)
- {
- case OBJ_ARMOUR:
- if (prop_type == PARM_AC)
- return (Armour_prop[ Armour_index[item.sub_type] ].ac);
- else if (prop_type == PARM_EVASION)
- return (Armour_prop[ Armour_index[item.sub_type] ].ev);
- break;
-
- case OBJ_WEAPONS:
- if (prop_type == PWPN_DAMAGE)
- return (Weapon_prop[ Weapon_index[item.sub_type] ].dam);
- else if (prop_type == PWPN_HIT)
- return (Weapon_prop[ Weapon_index[item.sub_type] ].hit);
- else if (prop_type == PWPN_SPEED)
- return (Weapon_prop[ Weapon_index[item.sub_type] ].speed);
- break;
-
- case OBJ_MISSILES:
- if (prop_type == PWPN_DAMAGE)
- return (Missile_prop[ Missile_index[item.sub_type] ].dam);
- break;
-
- case OBJ_STAVES:
- if (prop_type == PWPN_DAMAGE)
- return (Weapon_prop[ Weapon_index[WPN_QUARTERSTAFF] ].dam);
- else if (prop_type == PWPN_HIT)
- return (Weapon_prop[ Weapon_index[WPN_QUARTERSTAFF] ].hit);
- else if (prop_type == PWPN_SPEED)
- return (Weapon_prop[ Weapon_index[WPN_QUARTERSTAFF] ].speed);
- break;
-
- default:
- break;
- }
-
- return (0);
-}
-
-int item_mass( const item_def &item )
-{
- int unit_mass = 0;
-
- switch (item.base_type)
- {
- case OBJ_WEAPONS:
- unit_mass = Weapon_prop[ Weapon_index[item.sub_type] ].mass;
- break;
-
- case OBJ_ARMOUR:
- unit_mass = Armour_prop[ Armour_index[item.sub_type] ].mass;
-
- if (get_equip_race( item ) == ISFLAG_ELVEN)
- {
- const int reduc = (unit_mass >= 25) ? unit_mass / 5 : 5;
-
- // truncate to the nearest 5 and reduce the item mass:
- unit_mass -= ((reduc / 5) * 5);
- unit_mass = MAXIMUM( unit_mass, 5 );
- }
- break;
-
- case OBJ_MISSILES:
- unit_mass = Missile_prop[ Missile_index[item.sub_type] ].mass;
- break;
-
- case OBJ_FOOD:
- unit_mass = Food_prop[ Food_index[item.sub_type] ].mass;
- break;
-
- case OBJ_WANDS:
- unit_mass = 100;
- break;
-
- case OBJ_UNKNOWN_I:
- unit_mass = 200; // labeled "books"
- break;
-
- case OBJ_SCROLLS:
- unit_mass = 20;
- break;
-
- case OBJ_JEWELLERY:
- unit_mass = 10;
- break;
-
- case OBJ_POTIONS:
- unit_mass = 40;
- break;
-
- case OBJ_UNKNOWN_II:
- unit_mass = 5; // labeled "gems"
- break;
-
- case OBJ_BOOKS:
- unit_mass = 70;
- break;
-
- case OBJ_STAVES:
- unit_mass = 130;
- break;
-
- case OBJ_ORBS:
- unit_mass = 300;
- break;
-
- case OBJ_MISCELLANY:
- switch (item.sub_type)
- {
- case MISC_BOTTLED_EFREET:
- case MISC_CRYSTAL_BALL_OF_SEEING:
- case MISC_CRYSTAL_BALL_OF_ENERGY:
- case MISC_CRYSTAL_BALL_OF_FIXATION:
- unit_mass = 150;
- break;
-
- default:
- unit_mass = 100;
- break;
- }
- break;
-
- case OBJ_CORPSES:
- unit_mass = mons_weight( item.plus );
-
- if (item.sub_type == CORPSE_SKELETON)
- unit_mass /= 10;
- break;
-
- default:
- case OBJ_GOLD:
- unit_mass = 0;
- break;
- }
-
- return ((unit_mass > 0) ? unit_mass : 0);
-}
-
-// Note that this function, an item sizes in general aren't quite on the
-// same scale as PCs and monsters.
-size_type item_size( const item_def &item )
-{
- int size = SIZE_TINY;
-
- switch (item.base_type)
- {
- case OBJ_WEAPONS:
- case OBJ_STAVES:
- size = Weapon_prop[ Weapon_index[item.sub_type] ].fit_size - 1;
- break;
-
- case OBJ_ARMOUR:
- size = SIZE_MEDIUM;
- switch (item.sub_type)
- {
- case ARM_GLOVES:
- case ARM_HELMET:
- case ARM_CAP:
- case ARM_BOOTS:
- case ARM_BUCKLER:
- // tiny armour
- break;
-
- case ARM_SHIELD:
- size = SIZE_LITTLE;
- break;
-
- case ARM_LARGE_SHIELD:
- size = SIZE_SMALL;
- break;
-
- default: // body armours and bardings
- size = SIZE_MEDIUM;
- break;
- }
- break;
-
- case OBJ_MISSILES:
- if (item.sub_type == MI_LARGE_ROCK)
- size = SIZE_SMALL;
- break;
-
- case OBJ_MISCELLANY:
- if (item.sub_type == MISC_PORTABLE_ALTAR_OF_NEMELEX)
- {
- size = SIZE_SMALL;
- }
- break;
-
- case OBJ_CORPSES:
- // FIXME
- // size = mons_size( item.plus, PSIZE_BODY );
- size = SIZE_SMALL;
- break;
-
- default: // sundry tiny items
- break;
- }
-
- if (size < SIZE_TINY)
- size = SIZE_TINY;
- else if (size > SIZE_HUGE)
- size = SIZE_HUGE;
-
- return (static_cast<size_type>( size ));
-}
-
-// returns true if we might be interested in dumping the colour
-bool is_colourful_item( const item_def &item )
-{
- bool ret = false;
-
- switch (item.base_type)
- {
- case OBJ_ARMOUR:
- if (item.sub_type == ARM_ROBE
- || item.sub_type == ARM_CLOAK
- || item.sub_type == ARM_CAP
- || item.sub_type == ARM_NAGA_BARDING
- || item.sub_type == ARM_CENTAUR_BARDING)
- {
- ret = true;
- }
- break;
-
- default:
- break;
- }
-
- return (ret);
-}