/* * File: itemname.cc * Summary: Misc functions. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <4> 9/09/99 BWR Added hands_required function * <3> 6/13/99 BWR Upped the base AC for heavy armour * <2> 5/20/99 BWR Extended screen lines support * <1> -/--/-- LRH Created */ #include "AppHdr.h" #include "itemname.h" #include #include #include #include #ifdef DOS #include #endif #include "externs.h" #include "invent.h" #include "macro.h" #include "mon-util.h" #include "randart.h" #include "skills2.h" #include "stuff.h" #include "wpn-misc.h" #include "view.h" char id[4][50]; int prop[4][50][3]; FixedArray < int, 20, 50 > mss; static bool is_random_name_vowel(unsigned char let); static char item_name_2( const item_def &item, char buff[ ITEMNAME_SIZE ], bool terse ); char reduce(unsigned char reducee); char retbit(char sed); char retvow(char sed); bool is_vowel( const char chr ) { const char low = tolower( chr ); return (low == 'a' || low == 'e' || low == 'i' || low == 'o' || low == 'u'); } // 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 bool item_cursed( const item_def &item ) { return (item.flags & ISFLAG_CURSED); } bool item_uncursed( 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)); } #if 0 // currently unused bool fully_identified( const item_def &item ) { return ((item.flags & ISFLAG_IDENT_MASK) == ISFLAG_IDENT_MASK); } #endif bool item_ident( const item_def &item, unsigned long flags ) { return (item.flags & flags); } bool item_type_known( const item_def &item ) { return item_ident(item, ISFLAG_KNOW_TYPE) || (item.base_type == OBJ_JEWELLERY && id[IDTYPE_JEWELLERY][item.sub_type] == ID_KNOWN_TYPE); } bool item_not_ident( const item_def &item, unsigned long flags ) { return ( !(item.flags & flags) ); } void do_curse_item( item_def &item ) { item.flags |= ISFLAG_CURSED; } void do_uncurse_item( item_def &item ) { item.flags &= (~ISFLAG_CURSED); } 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); } // These six functions might seem silly, but they provide a nice layer // for later changes to these systems. -- bwr 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); } bool cmp_equip_race( const item_def &item, unsigned long val ) { return (get_equip_race( item ) == val); } bool cmp_equip_desc( const item_def &item, unsigned long val ) { return (get_equip_desc( item ) == val); } 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_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: if (item.sub_type >= ARM_DRAGON_HIDE) { 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)) { 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; } short get_helmet_type( const item_def &item ) { ASSERT( item.base_type == OBJ_ARMOUR && item.sub_type == ARM_HELMET ); return (item.plus2 & THELM_TYPE_MASK); } short get_helmet_desc( const item_def &item ) { ASSERT( item.base_type == OBJ_ARMOUR && item.sub_type == ARM_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 && item.sub_type == ARM_HELMET ); 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 && item.sub_type == ARM_HELMET ); item.plus2 &= ~THELM_DESC_MASK; item.plus2 |= type; } void set_helmet_random_desc( item_def &item ) { ASSERT( item.base_type == OBJ_ARMOUR && item.sub_type == ARM_HELMET ); item.plus2 &= ~THELM_DESC_MASK; item.plus2 |= (random2(8) << 8); } bool cmp_helmet_type( const item_def &item, short val ) { ASSERT( item.base_type == OBJ_ARMOUR && item.sub_type == ARM_HELMET ); return (get_helmet_type( item ) == val); } bool cmp_helmet_desc( const item_def &item, short val ) { ASSERT( item.base_type == OBJ_ARMOUR && item.sub_type == ARM_HELMET ); return (get_helmet_desc( item ) == val); } 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); } 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)); } // it_name() and in_name() are now somewhat obsolete now that itemname // takes item_def, so consider them depricated. void it_name( int itn, char des, char buff[ ITEMNAME_SIZE ], bool terse ) { item_name( mitm[itn], des, buff, terse ); } // end it_name() void in_name( int inn, char des, char buff[ ITEMNAME_SIZE ], bool terse ) { item_name( you.inv[inn], des, buff, terse ); } // end in_name() // quant_name is usful since it prints out a different number of items // than the item actually contains. void quant_name( const item_def &item, int quant, char des, char buff[ ITEMNAME_SIZE ], bool terse ) { // item_name now requires a "real" item, so we'll mangle a tmp item_def tmp = item; tmp.quantity = quant; item_name( tmp, des, buff, terse ); } // end quant_name() char item_name( const item_def &item, char descrip, char buff[ ITEMNAME_SIZE ], bool terse ) { const int item_clas = item.base_type; const int item_typ = item.sub_type; const int it_quant = item.quantity; char tmp_quant[20]; char itm_name[ ITEMNAME_SIZE ] = ""; item_name_2( item, itm_name, terse ); buff[0] = '\0'; if (descrip == DESC_INVENTORY_EQUIP || descrip == DESC_INVENTORY) { if (in_inventory(item)) // actually in inventory snprintf( buff, ITEMNAME_SIZE, (terse) ? "%c) " : "%c - ", index_to_letter( item.link ) ); else descrip = DESC_CAP_A; } if (terse) descrip = DESC_PLAIN; if (item_clas == OBJ_ORBS || (item_ident( item, ISFLAG_KNOW_TYPE ) && ((item_clas == OBJ_MISCELLANY && item_typ == MISC_HORN_OF_GERYON) || (is_fixed_artefact( item ) || (is_random_artefact( item )))))) { // artefacts always get "the" unless we just want the plain name switch (descrip) { case DESC_CAP_A: case DESC_CAP_YOUR: case DESC_CAP_THE: strncat(buff, "The ", ITEMNAME_SIZE ); break; case DESC_NOCAP_A: case DESC_NOCAP_YOUR: case DESC_NOCAP_THE: case DESC_NOCAP_ITS: case DESC_INVENTORY_EQUIP: case DESC_INVENTORY: strncat(buff, "the ", ITEMNAME_SIZE ); break; default: case DESC_PLAIN: break; } } else if (it_quant > 1) { switch (descrip) { case DESC_CAP_THE: strncat(buff, "The ", ITEMNAME_SIZE ); break; case DESC_NOCAP_THE: strncat(buff, "the ", ITEMNAME_SIZE ); break; case DESC_CAP_A: case DESC_NOCAP_A: case DESC_INVENTORY_EQUIP: case DESC_INVENTORY: break; case DESC_CAP_YOUR: strncat(buff, "Your ", ITEMNAME_SIZE ); break; case DESC_NOCAP_YOUR: strncat(buff, "your ", ITEMNAME_SIZE ); break; case DESC_NOCAP_ITS: strncat(buff, "its ", ITEMNAME_SIZE ); break; case DESC_PLAIN: default: break; } itoa(it_quant, tmp_quant, 10); strncat(buff, tmp_quant, ITEMNAME_SIZE ); strncat(buff, " ", ITEMNAME_SIZE ); } else { switch (descrip) { case DESC_CAP_THE: strncat(buff, "The ", ITEMNAME_SIZE ); break; case DESC_NOCAP_THE: strncat(buff, "the ", ITEMNAME_SIZE ); break; case DESC_CAP_A: strncat(buff, "A", ITEMNAME_SIZE ); if (itm_name[0] == 'a' || itm_name[0] == 'e' || itm_name[0] == 'i' || itm_name[0] == 'o' || itm_name[0] == 'u') { strncat(buff, "n", ITEMNAME_SIZE ); } strncat(buff, " ", ITEMNAME_SIZE ); break; // A/An case DESC_NOCAP_A: case DESC_INVENTORY_EQUIP: case DESC_INVENTORY: strncat(buff, "a", ITEMNAME_SIZE ); if (itm_name[0] == 'a' || itm_name[0] == 'e' || itm_name[0] == 'i' || itm_name[0] == 'o' || itm_name[0] == 'u') { strncat(buff, "n", ITEMNAME_SIZE ); } strncat(buff, " ", ITEMNAME_SIZE ); break; // a/an case DESC_CAP_YOUR: strncat(buff, "Your ", ITEMNAME_SIZE ); break; case DESC_NOCAP_YOUR: strncat(buff, "your ", ITEMNAME_SIZE ); break; case DESC_NOCAP_ITS: strncat(buff, "its ", ITEMNAME_SIZE ); break; case DESC_PLAIN: default: break; } } // end of else strncat(buff, itm_name, ITEMNAME_SIZE ); if (descrip == DESC_INVENTORY_EQUIP && item.x == -1 && item.y == -1) { ASSERT( item.link != -1 ); if (item.link == you.equip[EQ_WEAPON]) { if (you.inv[ you.equip[EQ_WEAPON] ].base_type == OBJ_WEAPONS || item_is_staff( you.inv[ you.equip[EQ_WEAPON] ] )) { strncat( buff, " (weapon)", ITEMNAME_SIZE ); } else { strncat( buff, " (in hand)", ITEMNAME_SIZE ); } } else if (item.link == you.equip[EQ_CLOAK] || item.link == you.equip[EQ_HELMET] || item.link == you.equip[EQ_GLOVES] || item.link == you.equip[EQ_BOOTS] || item.link == you.equip[EQ_SHIELD] || item.link == you.equip[EQ_BODY_ARMOUR]) { strncat( buff, " (worn)", ITEMNAME_SIZE ); } else if (item.link == you.equip[EQ_LEFT_RING]) { strncat( buff, " (left hand)", ITEMNAME_SIZE ); } else if (item.link == you.equip[EQ_RIGHT_RING]) { strncat( buff, " (right hand)", ITEMNAME_SIZE ); } else if (item.link == you.equip[EQ_AMULET]) { strncat( buff, " (around neck)", ITEMNAME_SIZE ); } } return (1); } // end item_name() // Note that "terse" is only currently used for the "in hand" listing on // the game screen. static char item_name_2( const item_def &item, char buff[ITEMNAME_SIZE], bool terse ) { const int item_clas = item.base_type; const int item_typ = item.sub_type; const int it_plus = item.plus; const int item_plus2 = item.plus2; const int it_quant = item.quantity; char tmp_quant[20]; char tmp_buff[ITEMNAME_SIZE]; int brand; unsigned char sparm; buff[0] = '\0'; switch (item_clas) { case OBJ_WEAPONS: if (item_ident( item, ISFLAG_KNOW_CURSE ) && !terse) { // We don't bother printing "uncursed" if the item is identified // for pluses (it's state should be obvious), this is so that // the weapon name is kept short (there isn't a lot of room // for the name on the main screen). If you're going to change // this behaviour, *please* make it so that there is an option // that maintains this behaviour. -- bwr if (item_cursed( item )) strncat(buff, "cursed ", ITEMNAME_SIZE ); else if (Options.show_uncursed && item_not_ident( item, ISFLAG_KNOW_PLUSES )) { strncat(buff, "uncursed ", ITEMNAME_SIZE ); } } if (item_ident( item, ISFLAG_KNOW_PLUSES )) { if (it_plus == 0 && item_plus2 == 0) strncat(buff, "+0 ", ITEMNAME_SIZE ); else { if (it_plus >= 0) strncat( buff, "+" , ITEMNAME_SIZE ); itoa( it_plus, tmp_quant, 10 ); strncat( buff, tmp_quant , ITEMNAME_SIZE ); if (it_plus != item_plus2 || !terse) { strncat( buff, "," , ITEMNAME_SIZE ); if (item_plus2 >= 0) strncat(buff, "+", ITEMNAME_SIZE ); itoa( item_plus2, tmp_quant, 10 ); strncat( buff, tmp_quant , ITEMNAME_SIZE ); } strncat( buff, " " , ITEMNAME_SIZE ); } } if (is_random_artefact( item )) { strncat( buff, randart_name(item), ITEMNAME_SIZE ); break; } if (is_fixed_artefact( item )) { if (item_ident( item, ISFLAG_KNOW_TYPE )) { strncat(buff, (item.special == SPWPN_SINGING_SWORD) ? "Singing Sword" : (item.special == SPWPN_WRATH_OF_TROG) ? "Wrath of Trog" : (item.special == SPWPN_SCYTHE_OF_CURSES) ? "Scythe of Curses" : (item.special == SPWPN_MACE_OF_VARIABILITY) ? "Mace of Variability" : (item.special == SPWPN_GLAIVE_OF_PRUNE) ? "Glaive of Prune" : (item.special == SPWPN_SCEPTRE_OF_TORMENT) ? "Sceptre of Torment" : (item.special == SPWPN_SWORD_OF_ZONGULDROK) ? "Sword of Zonguldrok" : (item.special == SPWPN_SWORD_OF_CEREBOV) ? "Sword of Cerebov" : (item.special == SPWPN_STAFF_OF_DISPATER) ? "Staff of Dispater" : (item.special == SPWPN_SCEPTRE_OF_ASMODEUS) ? "Sceptre of Asmodeus" : (item.special == SPWPN_SWORD_OF_POWER) ? "Sword of Power" : (item.special == SPWPN_KNIFE_OF_ACCURACY) ? "Knife of Accuracy" : (item.special == SPWPN_STAFF_OF_OLGREB) ? "Staff of Olgreb" : (item.special == SPWPN_VAMPIRES_TOOTH) ? "Vampire's Tooth" : (item.special == SPWPN_STAFF_OF_WUCAD_MU) ? "Staff of Wucad Mu" : "Brodale's Buggy Bola", ITEMNAME_SIZE ); } else { strncat(buff, (item.special == SPWPN_SINGING_SWORD) ? "golden long sword" : (item.special == SPWPN_WRATH_OF_TROG) ? "bloodstained battleaxe" : (item.special == SPWPN_SCYTHE_OF_CURSES) ? "warped scythe" : (item.special == SPWPN_MACE_OF_VARIABILITY) ? "shimmering mace" : (item.special == SPWPN_GLAIVE_OF_PRUNE) ? "purple glaive" : (item.special == SPWPN_SCEPTRE_OF_TORMENT) ? "jeweled golden mace" : (item.special == SPWPN_SWORD_OF_ZONGULDROK) ? "bone long sword" : (item.special == SPWPN_SWORD_OF_CEREBOV) ? "great serpentine sword" : (item.special == SPWPN_STAFF_OF_DISPATER) ? "golden staff" : (item.special == SPWPN_SCEPTRE_OF_ASMODEUS) ? "ruby sceptre" : (item.special == SPWPN_SWORD_OF_POWER) ? "chunky great sword" : (item.special == SPWPN_KNIFE_OF_ACCURACY) ? "thin dagger" : (item.special == SPWPN_STAFF_OF_OLGREB) ? "green glowing staff" : (item.special == SPWPN_VAMPIRES_TOOTH) ? "ivory dagger" : (item.special == SPWPN_STAFF_OF_WUCAD_MU) ? "ephemeral quarterstaff" : "buggy bola", ITEMNAME_SIZE ); } break; } // Now that we can have "glowing elven" weapons, it's // probably a good idea to cut out the descriptive // term once it's become obsolete. -- bwr if (item_not_ident( item, ISFLAG_KNOW_PLUSES ) && !terse) { switch (get_equip_desc( item )) { case ISFLAG_RUNED: strncat(buff, "runed ", ITEMNAME_SIZE ); break; case ISFLAG_GLOWING: strncat(buff, "glowing ", ITEMNAME_SIZE ); break; } } // always give racial type (it does have game effects) switch (get_equip_race( item )) { case ISFLAG_ORCISH: strncat( buff, (terse) ? "orc " : "orcish ", ITEMNAME_SIZE ); break; case ISFLAG_ELVEN: strncat( buff, (terse) ? "elf " : "elven ", ITEMNAME_SIZE ); break; case ISFLAG_DWARVEN: strncat( buff, (terse) ? "dwarf " : "dwarven ", ITEMNAME_SIZE ); break; } brand = get_weapon_brand( item ); if (item_ident( item, ISFLAG_KNOW_TYPE ) && !terse) { if (brand == SPWPN_VAMPIRICISM) strncat(buff, "vampiric ", ITEMNAME_SIZE ); } // end if standard_name_weap( item_typ, tmp_buff ); strncat( buff, tmp_buff, ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) { switch (brand) { case SPWPN_NORMAL: break; case SPWPN_FLAMING: strncat(buff, (terse) ? " (flame)" : " of flaming", ITEMNAME_SIZE ); break; case SPWPN_FREEZING: strncat(buff, (terse) ? " (freeze)" : " of freezing", ITEMNAME_SIZE ); break; case SPWPN_HOLY_WRATH: strncat(buff, (terse) ? " (holy)" : " of holy wrath", ITEMNAME_SIZE ); break; case SPWPN_ELECTROCUTION: strncat(buff, (terse) ? " (elec)" : " of electrocution", ITEMNAME_SIZE ); break; case SPWPN_ORC_SLAYING: strncat(buff, (terse) ? " (slay orc)" : " of orc slaying", ITEMNAME_SIZE ); break; case SPWPN_VENOM: strncat(buff, (terse) ? " (venom)" : " of venom", ITEMNAME_SIZE ); break; case SPWPN_PROTECTION: strncat(buff, (terse) ? " (protect)" : " of protection", ITEMNAME_SIZE ); break; case SPWPN_DRAINING: strncat(buff, (terse) ? " (drain)" : " of draining", ITEMNAME_SIZE ); break; case SPWPN_SPEED: strncat(buff, (terse) ? " (speed)" : " of speed", ITEMNAME_SIZE ); break; case SPWPN_VORPAL: switch (damage_type(item_clas, item_typ)) { case DVORP_CRUSHING: strncat(buff, (terse) ? " (crush)" : " of crushing", ITEMNAME_SIZE ); break; case DVORP_SLICING: strncat(buff, (terse) ? " (slice)" : " of slicing", ITEMNAME_SIZE ); break; case DVORP_PIERCING: strncat(buff, (terse) ? " (pierce)" : " of piercing", ITEMNAME_SIZE ); break; case DVORP_CHOPPING: strncat(buff, (terse) ? " (chop)" : " of chopping", ITEMNAME_SIZE ); break; } break; case SPWPN_FLAME: strncat(buff, (terse) ? " (flame)" : " of flame", ITEMNAME_SIZE ); break; // bows/xbows case SPWPN_FROST: strncat(buff, (terse) ? " (frost)" : " of frost", ITEMNAME_SIZE ); break; // bows/xbows case SPWPN_VAMPIRICISM: if (terse) strncat( buff, " (vamp)", ITEMNAME_SIZE ); break; case SPWPN_DISRUPTION: strncat(buff, (terse) ? " (disrupt)" : " of disruption", ITEMNAME_SIZE ); break; case SPWPN_PAIN: strncat(buff, (terse) ? " (pain)" : " of pain", ITEMNAME_SIZE ); break; case SPWPN_DISTORTION: strncat(buff, (terse) ? " (distort)" : " of distortion", ITEMNAME_SIZE ); break; case SPWPN_REACHING: strncat(buff, (terse) ? " (reach)" : " of reaching", ITEMNAME_SIZE ); break; /* 25 - 29 are randarts */ } } if (item_ident(item, ISFLAG_KNOW_CURSE) && item_cursed(item) && terse) strncat( buff, " (curse)", ITEMNAME_SIZE ); break; case OBJ_MISSILES: brand = get_ammo_brand( item ); if (brand == SPMSL_POISONED || brand == SPMSL_POISONED_II) { strncat( buff, (terse) ? "poison " : "poisoned ", ITEMNAME_SIZE ); } if (item_ident( item, ISFLAG_KNOW_PLUSES )) { if (it_plus >= 0) strncat(buff, "+", ITEMNAME_SIZE ); itoa( it_plus, tmp_quant, 10 ); strncat(buff, tmp_quant, ITEMNAME_SIZE ); strncat(buff, " ", ITEMNAME_SIZE ); } if (get_equip_race( item )) { int dwpn = get_equip_race( item ); strncat(buff, (dwpn == ISFLAG_ORCISH) ? ((terse) ? "orc " : "orcish ") : (dwpn == ISFLAG_ELVEN) ? ((terse) ? "elf " : "elven ") : (dwpn == ISFLAG_DWARVEN) ? ((terse) ? "dwarf " : "dwarven ") : "buggy ", ITEMNAME_SIZE); } strncat(buff, (item_typ == MI_STONE) ? "stone" : (item_typ == MI_ARROW) ? "arrow" : (item_typ == MI_BOLT) ? "bolt" : (item_typ == MI_DART) ? "dart" : (item_typ == MI_NEEDLE) ? "needle" : (item_typ == MI_EGGPLANT) ? "eggplant" : (item_typ == MI_LARGE_ROCK) ? "large rock" : "", ITEMNAME_SIZE); // this should probably be "" {dlb} if (it_quant > 1) strncat(buff, "s", ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) { strncat( buff, (brand == SPMSL_FLAME) ? ((terse) ? " (flame)" : " of flame") : (brand == SPMSL_ICE) ? ((terse) ? " (ice)" : " of ice") : (brand == SPMSL_NORMAL) ? "" : (brand == SPMSL_POISONED) ? "" : (brand == SPMSL_POISONED_II) ? "" : " (buggy)", ITEMNAME_SIZE ); } break; case OBJ_ARMOUR: if (item_ident( item, ISFLAG_KNOW_CURSE ) && !terse) { if (item_cursed( item )) strncat(buff, "cursed ", ITEMNAME_SIZE ); else if (Options.show_uncursed && item_not_ident( item, ISFLAG_KNOW_PLUSES )) { strncat(buff, "uncursed ", ITEMNAME_SIZE ); } } if (item_ident( item, ISFLAG_KNOW_PLUSES )) { if (it_plus >= 0) strncat(buff, "+", ITEMNAME_SIZE ); itoa( it_plus, tmp_quant, 10 ); strncat(buff, tmp_quant, ITEMNAME_SIZE ); strncat(buff, " ", ITEMNAME_SIZE ); } if (item_typ == ARM_GLOVES || (item_typ == ARM_BOOTS && item_plus2 == TBOOT_BOOTS)) { strncat( buff, "pair of ", ITEMNAME_SIZE ); } if (is_random_artefact( item )) { strncat(buff, randart_armour_name(item), ITEMNAME_SIZE); break; } // Now that we can have "glowing elven" armour, it's // probably a good idea to cut out the descriptive // term once it's become obsolete. -- bwr if (item_not_ident( item, ISFLAG_KNOW_PLUSES ) && !terse) { switch (get_equip_desc( item )) { case ISFLAG_EMBROIDERED_SHINY: if (item_typ == ARM_ROBE || item_typ == ARM_CLOAK || item_typ == ARM_GLOVES || item_typ == ARM_BOOTS) { strncat(buff, "embroidered ", ITEMNAME_SIZE ); } else if (item_typ != ARM_LEATHER_ARMOUR && item_typ != ARM_ANIMAL_SKIN) { strncat(buff, "shiny ", ITEMNAME_SIZE ); } break; case ISFLAG_RUNED: strncat(buff, "runed ", ITEMNAME_SIZE ); break; case ISFLAG_GLOWING: strncat(buff, "glowing ", ITEMNAME_SIZE ); break; } } // always give racial description (has game effects) switch (get_equip_race( item )) { case ISFLAG_ELVEN: strncat(buff, (terse) ? "elf " :"elven ", ITEMNAME_SIZE ); break; case ISFLAG_DWARVEN: strncat(buff, (terse) ? "dwarf " : "dwarven ", ITEMNAME_SIZE ); break; case ISFLAG_ORCISH: strncat(buff, (terse) ? "orc " : "orcish ", ITEMNAME_SIZE ); break; } // end switch standard_name_armour( item, tmp_buff ); // in randart.cc strncat( buff, tmp_buff, ITEMNAME_SIZE ); sparm = get_armour_ego_type( item ); if (item_ident( item, ISFLAG_KNOW_TYPE ) && sparm != SPARM_NORMAL) { if (!terse) { strncat(buff, " of ", ITEMNAME_SIZE ); strncat(buff, (sparm == SPARM_RUNNING) ? "running" : (sparm == SPARM_FIRE_RESISTANCE) ? "fire resistance" : (sparm == SPARM_COLD_RESISTANCE) ? "cold resistance" : (sparm == SPARM_POISON_RESISTANCE) ? "poison resistance" : (sparm == SPARM_SEE_INVISIBLE) ? "see invisible" : (sparm == SPARM_DARKNESS) ? "darkness" : (sparm == SPARM_STRENGTH) ? "strength" : (sparm == SPARM_DEXTERITY) ? "dexterity" : (sparm == SPARM_INTELLIGENCE) ? "intelligence" : (sparm == SPARM_PONDEROUSNESS) ? "ponderousness" : (sparm == SPARM_LEVITATION) ? "levitation" : (sparm == SPARM_MAGIC_RESISTANCE) ? "magic resistance" : (sparm == SPARM_PROTECTION) ? "protection" : (sparm == SPARM_STEALTH) ? "stealth" : (sparm == SPARM_RESISTANCE) ? "resistance" : (sparm == SPARM_POSITIVE_ENERGY) ? "positive energy" : (sparm == SPARM_ARCHMAGI) ? "the Archmagi" : (sparm == SPARM_PRESERVATION) ? "preservation" : "bugginess", ITEMNAME_SIZE); } else { strncat(buff, (sparm == SPARM_RUNNING) ? " (run)" : (sparm == SPARM_FIRE_RESISTANCE) ? " (R-fire)" : (sparm == SPARM_COLD_RESISTANCE) ? " (R-cold)" : (sparm == SPARM_POISON_RESISTANCE) ? " (R-poison)" : (sparm == SPARM_SEE_INVISIBLE) ? " (see invis)" : (sparm == SPARM_DARKNESS) ? " (darkness)" : (sparm == SPARM_STRENGTH) ? " (str)" : (sparm == SPARM_DEXTERITY) ? " (dex)" : (sparm == SPARM_INTELLIGENCE) ? " (int)" : (sparm == SPARM_PONDEROUSNESS) ? " (ponderous)" : (sparm == SPARM_LEVITATION) ? " (levitate)" : (sparm == SPARM_MAGIC_RESISTANCE) ? " (R-magic)" : (sparm == SPARM_PROTECTION) ? " (protect)" : (sparm == SPARM_STEALTH) ? " (stealth)" : (sparm == SPARM_RESISTANCE) ? " (resist)" : (sparm == SPARM_POSITIVE_ENERGY) ? " (R-neg)" : // ha ha (sparm == SPARM_ARCHMAGI) ? " (Archmagi)" : (sparm == SPARM_PRESERVATION) ? " (preserve)" : " (buggy)", ITEMNAME_SIZE); } } if (item_ident(item, ISFLAG_KNOW_CURSE) && item_cursed(item) && terse) strncat( buff, " (curse)", ITEMNAME_SIZE ); break; // compacted 15 Apr 2000 {dlb}: case OBJ_WANDS: if (id[ IDTYPE_WANDS ][item_typ] == ID_KNOWN_TYPE || item_ident( item, ISFLAG_KNOW_TYPE )) { strncat(buff, "wand of ", ITEMNAME_SIZE ); strncat(buff, (item_typ == WAND_FLAME) ? "flame" : (item_typ == WAND_FROST) ? "frost" : (item_typ == WAND_SLOWING) ? "slowing" : (item_typ == WAND_HASTING) ? "hasting" : (item_typ == WAND_MAGIC_DARTS) ? "magic darts" : (item_typ == WAND_HEALING) ? "healing" : (item_typ == WAND_PARALYSIS) ? "paralysis" : (item_typ == WAND_FIRE) ? "fire" : (item_typ == WAND_COLD) ? "cold" : (item_typ == WAND_CONFUSION) ? "confusion" : (item_typ == WAND_INVISIBILITY) ? "invisibility" : (item_typ == WAND_DIGGING) ? "digging" : (item_typ == WAND_FIREBALL) ? "fireball" : (item_typ == WAND_TELEPORTATION) ? "teleportation" : (item_typ == WAND_LIGHTNING) ? "lightning" : (item_typ == WAND_POLYMORPH_OTHER) ? "polymorph other" : (item_typ == WAND_ENSLAVEMENT) ? "enslavement" : (item_typ == WAND_DRAINING) ? "draining" : (item_typ == WAND_RANDOM_EFFECTS) ? "random effects" : (item_typ == WAND_DISINTEGRATION) ? "disintegration" : "bugginess", ITEMNAME_SIZE ); } else { char primary = (item.special % 12); char secondary = (item.special / 12); strncat(buff,(secondary == 0) ? "" : // hope this works {dlb} (secondary == 1) ? "jeweled" : (secondary == 2) ? "curved" : (secondary == 3) ? "long" : (secondary == 4) ? "short" : (secondary == 5) ? "twisted" : (secondary == 6) ? "crooked" : (secondary == 7) ? "forked" : (secondary == 8) ? "shiny" : (secondary == 9) ? "blackened" : (secondary == 10) ? "tapered" : (secondary == 11) ? "glowing" : (secondary == 12) ? "worn" : (secondary == 13) ? "encrusted" : (secondary == 14) ? "runed" : (secondary == 15) ? "sharpened" : "buggily", ITEMNAME_SIZE); if (secondary != 0) strncat(buff, " ", ITEMNAME_SIZE ); strncat(buff, (primary == 0) ? "iron" : (primary == 1) ? "brass" : (primary == 2) ? "bone" : (primary == 3) ? "wooden" : (primary == 4) ? "copper" : (primary == 5) ? "gold" : (primary == 6) ? "silver" : (primary == 7) ? "bronze" : (primary == 8) ? "ivory" : (primary == 9) ? "glass" : (primary == 10) ? "lead" : (primary == 11) ? "plastic" : "buggy", ITEMNAME_SIZE); strncat(buff, " wand", ITEMNAME_SIZE ); if (id[ IDTYPE_WANDS ][item_typ] == ID_TRIED_TYPE) { strncat( buff, " {tried}" , ITEMNAME_SIZE ); } } if (item_ident( item, ISFLAG_KNOW_PLUSES )) { strncat(buff, " (", ITEMNAME_SIZE ); itoa( it_plus, tmp_quant, 10 ); strncat(buff, tmp_quant, ITEMNAME_SIZE ); strncat(buff, ")", ITEMNAME_SIZE); } break; // NB: potions, food, and scrolls stack on the basis of class and // type ONLY !!! // compacted 15 Apr 2000 {dlb}: case OBJ_POTIONS: if (id[ IDTYPE_POTIONS ][item_typ] == ID_KNOWN_TYPE || item_ident( item, ISFLAG_KNOW_TYPE )) { strncat(buff, "potion", ITEMNAME_SIZE ); strncat(buff, (it_quant == 1) ? " " : "s ", ITEMNAME_SIZE); strncat(buff, "of ", ITEMNAME_SIZE ); strncat(buff, (item_typ == POT_HEALING) ? "healing" : (item_typ == POT_HEAL_WOUNDS) ? "heal wounds" : (item_typ == POT_SPEED) ? "speed" : (item_typ == POT_MIGHT) ? "might" : (item_typ == POT_GAIN_STRENGTH) ? "gain strength" : (item_typ == POT_GAIN_DEXTERITY) ? "gain dexterity" : (item_typ == POT_GAIN_INTELLIGENCE) ? "gain intelligence" : (item_typ == POT_LEVITATION) ? "levitation" : (item_typ == POT_POISON) ? "poison" : (item_typ == POT_SLOWING) ? "slowing" : (item_typ == POT_PARALYSIS) ? "paralysis" : (item_typ == POT_CONFUSION) ? "confusion" : (item_typ == POT_INVISIBILITY) ? "invisibility" : (item_typ == POT_PORRIDGE) ? "porridge" : (item_typ == POT_DEGENERATION) ? "degeneration" : (item_typ == POT_DECAY) ? "decay" : (item_typ == POT_WATER) ? "water" : (item_typ == POT_EXPERIENCE) ? "experience" : (item_typ == POT_MAGIC) ? "magic" : (item_typ == POT_RESTORE_ABILITIES) ? "restore abilities" : (item_typ == POT_STRONG_POISON) ? "strong poison" : (item_typ == POT_BERSERK_RAGE) ? "berserk rage" : (item_typ == POT_CURE_MUTATION) ? "cure mutation" : (item_typ == POT_MUTATION) ? "mutation" : "bugginess", ITEMNAME_SIZE); } else { char primary = item.special / 14; char secondary = item.special % 14; strncat(buff, (primary == 0) ? "" : (primary == 1) ? "bubbling " : (primary == 2) ? "lumpy " : (primary == 3) ? "fuming " : (primary == 4) ? "smoky " : (primary == 5) ? "fizzy " : (primary == 6) ? "glowing " : (primary == 7) ? "sedimented " : (primary == 8) ? "metallic " : (primary == 9) ? "murky " : (primary == 10) ? "gluggy " : (primary == 11) ? "viscous " : (primary == 12) ? "oily " : (primary == 13) ? "slimy " : (primary == 14) ? "emulsified " : "buggy ", ITEMNAME_SIZE); strncat(buff, (secondary == 0) ? "clear" : (secondary == 1) ? "blue" : (secondary == 2) ? "black" : (secondary == 3) ? "silvery" : (secondary == 4) ? "cyan" : (secondary == 5) ? "purple" : (secondary == 6) ? "orange" : (secondary == 7) ? "inky" : (secondary == 8) ? "red" : (secondary == 9) ? "yellow" : (secondary == 10) ? "green" : (secondary == 11) ? "brown" : (secondary == 12) ? "pink" : (secondary == 13) ? "white" : "buggy", ITEMNAME_SIZE); strncat(buff, " potion", ITEMNAME_SIZE ); if (it_quant > 1) strncat(buff, "s", ITEMNAME_SIZE ); if (id[ IDTYPE_POTIONS ][item_typ] == ID_TRIED_TYPE) { strncat( buff, " {tried}" , ITEMNAME_SIZE ); } } break; // NB: adding another food type == must set for carnivorous chars // (Kobolds and mutants) case OBJ_FOOD: switch (item_typ) { case FOOD_MEAT_RATION: strncat(buff, "meat ration", ITEMNAME_SIZE ); break; case FOOD_BREAD_RATION: strncat(buff, "bread ration", ITEMNAME_SIZE ); break; case FOOD_PEAR: strncat(buff, "pear", ITEMNAME_SIZE ); break; case FOOD_APPLE: // make this less common strncat(buff, "apple", ITEMNAME_SIZE ); break; case FOOD_CHOKO: strncat(buff, "choko", ITEMNAME_SIZE ); break; case FOOD_HONEYCOMB: strncat(buff, "honeycomb", ITEMNAME_SIZE ); break; case FOOD_ROYAL_JELLY: strncat(buff, "royal jell", ITEMNAME_SIZE ); break; case FOOD_SNOZZCUMBER: strncat(buff, "snozzcumber", ITEMNAME_SIZE ); break; case FOOD_PIZZA: strncat(buff, "slice of pizza", ITEMNAME_SIZE ); break; case FOOD_APRICOT: strncat(buff, "apricot", ITEMNAME_SIZE ); break; case FOOD_ORANGE: strncat(buff, "orange", ITEMNAME_SIZE ); break; case FOOD_BANANA: strncat(buff, "banana", ITEMNAME_SIZE ); break; case FOOD_STRAWBERRY: strncat(buff, "strawberr", ITEMNAME_SIZE ); break; case FOOD_RAMBUTAN: strncat(buff, "rambutan", ITEMNAME_SIZE ); break; case FOOD_LEMON: strncat(buff, "lemon", ITEMNAME_SIZE ); break; case FOOD_GRAPE: strncat(buff, "grape", ITEMNAME_SIZE ); break; case FOOD_SULTANA: strncat(buff, "sultana", ITEMNAME_SIZE ); break; case FOOD_LYCHEE: strncat(buff, "lychee", ITEMNAME_SIZE ); break; case FOOD_BEEF_JERKY: strncat(buff, "beef jerk", ITEMNAME_SIZE ); break; case FOOD_CHEESE: strncat(buff, "cheese", ITEMNAME_SIZE ); break; case FOOD_SAUSAGE: strncat(buff, "sausage", ITEMNAME_SIZE ); break; case FOOD_CHUNK: moname( it_plus, true, DESC_PLAIN, tmp_buff ); if (item.special < 100) strncat(buff, "rotting ", ITEMNAME_SIZE ); strncat(buff, "chunk", ITEMNAME_SIZE ); if (it_quant > 1) strncat(buff, "s", ITEMNAME_SIZE ); strncat(buff, " of ", ITEMNAME_SIZE ); strncat(buff, tmp_buff, ITEMNAME_SIZE ); strncat(buff, " flesh", ITEMNAME_SIZE ); break; } if (item_typ == FOOD_ROYAL_JELLY || item_typ == FOOD_STRAWBERRY || item_typ == FOOD_BEEF_JERKY) strncat(buff, (it_quant > 1) ? "ie" : "y", ITEMNAME_SIZE ); break; // compacted 15 Apr 2000 {dlb}: case OBJ_SCROLLS: strncat(buff, "scroll", ITEMNAME_SIZE ); strncat(buff, (it_quant == 1) ? " " : "s ", ITEMNAME_SIZE); if (id[ IDTYPE_SCROLLS ][item_typ] == ID_KNOWN_TYPE || item_ident( item, ISFLAG_KNOW_TYPE )) { strncat(buff, "of ", ITEMNAME_SIZE ); strncat(buff, (item_typ == SCR_IDENTIFY) ? "identify" : (item_typ == SCR_TELEPORTATION) ? "teleportation" : (item_typ == SCR_FEAR) ? "fear" : (item_typ == SCR_NOISE) ? "noise" : (item_typ == SCR_REMOVE_CURSE) ? "remove curse" : (item_typ == SCR_DETECT_CURSE) ? "detect curse" : (item_typ == SCR_SUMMONING) ? "summoning" : (item_typ == SCR_ENCHANT_WEAPON_I) ? "enchant weapon I" : (item_typ == SCR_ENCHANT_ARMOUR) ? "enchant armour" : (item_typ == SCR_TORMENT) ? "torment" : (item_typ == SCR_RANDOM_USELESSNESS) ? "random uselessness" : (item_typ == SCR_CURSE_WEAPON) ? "curse weapon" : (item_typ == SCR_CURSE_ARMOUR) ? "curse armour" : (item_typ == SCR_IMMOLATION) ? "immolation" : (item_typ == SCR_BLINKING) ? "blinking" : (item_typ == SCR_PAPER) ? "paper" : (item_typ == SCR_MAGIC_MAPPING) ? "magic mapping" : (item_typ == SCR_FORGETFULNESS) ? "forgetfulness" : (item_typ == SCR_ACQUIREMENT) ? "acquirement" : (item_typ == SCR_ENCHANT_WEAPON_II) ? "enchant weapon II" : (item_typ == SCR_VORPALISE_WEAPON) ? "vorpalise weapon" : (item_typ == SCR_RECHARGING) ? "recharging" : //(item_typ == 23) ? "portal travel" : (item_typ == SCR_ENCHANT_WEAPON_III) ? "enchant weapon III" : "bugginess", ITEMNAME_SIZE); } else { strncat(buff, "labeled ", ITEMNAME_SIZE ); char buff3[ ITEMNAME_SIZE ]; make_name( item.special, it_plus, item_clas, 2, buff3 ); strncat( buff, buff3 , ITEMNAME_SIZE ); if (id[ IDTYPE_SCROLLS ][item_typ] == ID_TRIED_TYPE) { strncat( buff, " {tried}" , ITEMNAME_SIZE ); } } break; // compacted 15 Apr 2000 {dlb}: -- on hold ... what a mess! case OBJ_JEWELLERY: // not using {tried} here because there are some confusing // issues to work out with how we want to handle jewellery // artefacts and base type id. -- bwr if (item_ident( item, ISFLAG_KNOW_CURSE )) { if (item_cursed( item )) strncat(buff, "cursed ", ITEMNAME_SIZE ); else if (Options.show_uncursed && item_not_ident( item, ISFLAG_KNOW_PLUSES )) { strncat(buff, "uncursed ", ITEMNAME_SIZE ); } } if (is_random_artefact( item )) { strncat(buff, randart_ring_name(item), ITEMNAME_SIZE); break; } if (id[ IDTYPE_JEWELLERY ][item_typ] == ID_KNOWN_TYPE || item_ident( item, ISFLAG_KNOW_TYPE )) { if (item_ident( item, ISFLAG_KNOW_PLUSES ) && (item_typ == RING_PROTECTION || item_typ == RING_STRENGTH || item_typ == RING_SLAYING || item_typ == RING_EVASION || item_typ == RING_DEXTERITY || item_typ == RING_INTELLIGENCE)) { char gokh = it_plus; if (gokh >= 0) strncat( buff, "+" , ITEMNAME_SIZE ); itoa( gokh, tmp_quant, 10 ); strncat( buff, tmp_quant , ITEMNAME_SIZE ); if (item_typ == RING_SLAYING) { strncat( buff, "," , ITEMNAME_SIZE ); if (item_plus2 >= 0) strncat(buff, "+", ITEMNAME_SIZE ); itoa( item_plus2, tmp_quant, 10 ); strncat( buff, tmp_quant , ITEMNAME_SIZE ); } strncat(buff, " ", ITEMNAME_SIZE ); } switch (item_typ) { case RING_REGENERATION: strncat(buff, "ring of regeneration", ITEMNAME_SIZE ); break; case RING_PROTECTION: strncat(buff, "ring of protection", ITEMNAME_SIZE ); break; case RING_PROTECTION_FROM_FIRE: strncat(buff, "ring of protection from fire", ITEMNAME_SIZE ); break; case RING_POISON_RESISTANCE: strncat(buff, "ring of poison resistance", ITEMNAME_SIZE ); break; case RING_PROTECTION_FROM_COLD: strncat(buff, "ring of protection from cold", ITEMNAME_SIZE ); break; case RING_STRENGTH: strncat(buff, "ring of strength", ITEMNAME_SIZE ); break; case RING_SLAYING: strncat(buff, "ring of slaying", ITEMNAME_SIZE ); break; case RING_SEE_INVISIBLE: strncat(buff, "ring of see invisible", ITEMNAME_SIZE ); break; case RING_INVISIBILITY: strncat(buff, "ring of invisibility", ITEMNAME_SIZE ); break; case RING_HUNGER: strncat(buff, "ring of hunger", ITEMNAME_SIZE ); break; case RING_TELEPORTATION: strncat(buff, "ring of teleportation", ITEMNAME_SIZE ); break; case RING_EVASION: strncat(buff, "ring of evasion", ITEMNAME_SIZE ); break; case RING_SUSTAIN_ABILITIES: strncat(buff, "ring of sustain abilities", ITEMNAME_SIZE ); break; case RING_SUSTENANCE: strncat(buff, "ring of sustenance", ITEMNAME_SIZE ); break; case RING_DEXTERITY: strncat(buff, "ring of dexterity", ITEMNAME_SIZE ); break; case RING_INTELLIGENCE: strncat(buff, "ring of intelligence", ITEMNAME_SIZE ); break; case RING_WIZARDRY: strncat(buff, "ring of wizardry", ITEMNAME_SIZE ); break; case RING_MAGICAL_POWER: strncat(buff, "ring of magical power", ITEMNAME_SIZE ); break; case RING_LEVITATION: strncat(buff, "ring of levitation", ITEMNAME_SIZE ); break; case RING_LIFE_PROTECTION: strncat(buff, "ring of life protection", ITEMNAME_SIZE ); break; case RING_PROTECTION_FROM_MAGIC: strncat(buff, "ring of protection from magic", ITEMNAME_SIZE ); break; case RING_FIRE: strncat(buff, "ring of fire", ITEMNAME_SIZE ); break; case RING_ICE: strncat(buff, "ring of ice", ITEMNAME_SIZE ); break; case RING_TELEPORT_CONTROL: strncat(buff, "ring of teleport control", ITEMNAME_SIZE ); break; case AMU_RAGE: strncat(buff, "amulet of rage", ITEMNAME_SIZE ); break; case AMU_RESIST_SLOW: strncat(buff, "amulet of resist slowing", ITEMNAME_SIZE ); break; case AMU_CLARITY: strncat(buff, "amulet of clarity", ITEMNAME_SIZE ); break; case AMU_WARDING: strncat(buff, "amulet of warding", ITEMNAME_SIZE ); break; case AMU_RESIST_CORROSION: strncat(buff, "amulet of resist corrosion", ITEMNAME_SIZE ); break; case AMU_THE_GOURMAND: strncat(buff, "amulet of the gourmand", ITEMNAME_SIZE ); break; case AMU_CONSERVATION: strncat(buff, "amulet of conservation", ITEMNAME_SIZE ); break; case AMU_CONTROLLED_FLIGHT: strncat(buff, "amulet of controlled flight", ITEMNAME_SIZE ); break; case AMU_INACCURACY: strncat(buff, "amulet of inaccuracy", ITEMNAME_SIZE ); break; case AMU_RESIST_MUTATION: strncat(buff, "amulet of resist mutation", ITEMNAME_SIZE ); break; } /* ? of imputed learning - 100% exp from tames/summoned kills */ break; } if (item_typ < AMU_RAGE) // rings { if (is_random_artefact( item )) { strncat(buff, randart_ring_name(item), ITEMNAME_SIZE); break; } switch (item.special / 13) // secondary characteristic of ring { case 1: strncat(buff, "encrusted ", ITEMNAME_SIZE ); break; case 2: strncat(buff, "glowing ", ITEMNAME_SIZE ); break; case 3: strncat(buff, "tubular ", ITEMNAME_SIZE ); break; case 4: strncat(buff, "runed ", ITEMNAME_SIZE ); break; case 5: strncat(buff, "blackened ", ITEMNAME_SIZE ); break; case 6: strncat(buff, "scratched ", ITEMNAME_SIZE ); break; case 7: strncat(buff, "small ", ITEMNAME_SIZE ); break; case 8: strncat(buff, "large ", ITEMNAME_SIZE ); break; case 9: strncat(buff, "twisted ", ITEMNAME_SIZE ); break; case 10: strncat(buff, "shiny ", ITEMNAME_SIZE ); break; case 11: strncat(buff, "notched ", ITEMNAME_SIZE ); break; case 12: strncat(buff, "knobbly ", ITEMNAME_SIZE ); break; } switch (item.special % 13) { case 0: strncat(buff, "wooden ring", ITEMNAME_SIZE ); break; case 1: strncat(buff, "silver ring", ITEMNAME_SIZE ); break; case 2: strncat(buff, "golden ring", ITEMNAME_SIZE ); break; case 3: strncat(buff, "iron ring", ITEMNAME_SIZE ); break; case 4: strncat(buff, "steel ring", ITEMNAME_SIZE ); break; case 5: strncat(buff, "bronze ring", ITEMNAME_SIZE ); break; case 6: strncat(buff, "brass ring", ITEMNAME_SIZE ); break; case 7: strncat(buff, "copper ring", ITEMNAME_SIZE ); break; case 8: strncat(buff, "granite ring", ITEMNAME_SIZE ); break; case 9: strncat(buff, "ivory ring", ITEMNAME_SIZE ); break; case 10: strncat(buff, "bone ring", ITEMNAME_SIZE ); break; case 11: strncat(buff, "marble ring", ITEMNAME_SIZE ); break; case 12: strncat(buff, "jade ring", ITEMNAME_SIZE ); break; case 13: strncat(buff, "glass ring", ITEMNAME_SIZE ); break; } } // end of rings else // ie is an amulet { if (is_random_artefact( item )) { strncat(buff, randart_ring_name(item), ITEMNAME_SIZE); break; } if (item.special > 13) { switch (item.special / 13) // secondary characteristic of amulet { case 0: strncat(buff, "dented ", ITEMNAME_SIZE ); break; case 1: strncat(buff, "square ", ITEMNAME_SIZE ); break; case 2: strncat(buff, "thick ", ITEMNAME_SIZE ); break; case 3: strncat(buff, "thin ", ITEMNAME_SIZE ); break; case 4: strncat(buff, "runed ", ITEMNAME_SIZE ); break; case 5: strncat(buff, "blackened ", ITEMNAME_SIZE ); break; case 6: strncat(buff, "glowing ", ITEMNAME_SIZE ); break; case 7: strncat(buff, "small ", ITEMNAME_SIZE ); break; case 8: strncat(buff, "large ", ITEMNAME_SIZE ); break; case 9: strncat(buff, "twisted ", ITEMNAME_SIZE ); break; case 10: strncat(buff, "tiny ", ITEMNAME_SIZE ); break; case 11: strncat(buff, "triangular ", ITEMNAME_SIZE ); break; case 12: strncat(buff, "lumpy ", ITEMNAME_SIZE ); break; } } switch (item.special % 13) { case 0: strncat(buff, "zirconium amulet", ITEMNAME_SIZE ); break; case 1: strncat(buff, "sapphire amulet", ITEMNAME_SIZE ); break; case 2: strncat(buff, "golden amulet", ITEMNAME_SIZE ); break; case 3: strncat(buff, "emerald amulet", ITEMNAME_SIZE ); break; case 4: strncat(buff, "garnet amulet", ITEMNAME_SIZE ); break; case 5: strncat(buff, "bronze amulet", ITEMNAME_SIZE ); break; case 6: strncat(buff, "brass amulet", ITEMNAME_SIZE ); break; case 7: strncat(buff, "copper amulet", ITEMNAME_SIZE ); break; case 8: strncat(buff, "ruby amulet", ITEMNAME_SIZE ); break; case 9: strncat(buff, "ivory amulet", ITEMNAME_SIZE ); break; case 10: strncat(buff, "bone amulet", ITEMNAME_SIZE ); break; case 11: strncat(buff, "platinum amulet", ITEMNAME_SIZE ); break; case 12: strncat(buff, "jade amulet", ITEMNAME_SIZE ); break; case 13: strncat(buff, "plastic amulet", ITEMNAME_SIZE ); break; } } // end of amulets break; // compacted 15 Apr 2000 {dlb}: case OBJ_MISCELLANY: switch (item_typ) { case MISC_RUNE_OF_ZOT: strncat( buff, (it_plus == RUNE_DIS) ? "iron" : (it_plus == RUNE_GEHENNA) ? "obsidian" : (it_plus == RUNE_COCYTUS) ? "icy" : (it_plus == RUNE_TARTARUS) ? "bone" : (it_plus == RUNE_SLIME_PITS) ? "slimy" : (it_plus == RUNE_VAULTS) ? "silver" : (it_plus == RUNE_SNAKE_PIT) ? "serpentine" : (it_plus == RUNE_ELVEN_HALLS) ? "elven" : (it_plus == RUNE_TOMB) ? "golden" : (it_plus == RUNE_SWAMP) ? "decaying" : // pandemonium and abyss runes: (it_plus == RUNE_DEMONIC) ? "demonic" : (it_plus == RUNE_ABYSSAL) ? "abyssal" : // special pandemonium runes: (it_plus == RUNE_MNOLEG) ? "glowing" : (it_plus == RUNE_LOM_LOBON) ? "magical" : (it_plus == RUNE_CEREBOV) ? "fiery" : (it_plus == RUNE_GLOORX_VLOQ) ? "dark" : "buggy", ITEMNAME_SIZE); strncat(buff, " ", ITEMNAME_SIZE ); strncat(buff, "rune", ITEMNAME_SIZE ); if (it_quant > 1) strncat(buff, "s", ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, " of Zot", ITEMNAME_SIZE ); break; case MISC_DECK_OF_POWER: case MISC_DECK_OF_SUMMONINGS: case MISC_DECK_OF_TRICKS: case MISC_DECK_OF_WONDERS: strncat(buff, "deck of ", ITEMNAME_SIZE ); strncat(buff, item_not_ident( item, ISFLAG_KNOW_TYPE ) ? "cards" : (item_typ == MISC_DECK_OF_WONDERS) ? "wonders" : (item_typ == MISC_DECK_OF_SUMMONINGS) ? "summonings" : (item_typ == MISC_DECK_OF_TRICKS) ? "tricks" : (item_typ == MISC_DECK_OF_POWER) ? "power" : "bugginess", ITEMNAME_SIZE); break; case MISC_CRYSTAL_BALL_OF_ENERGY: case MISC_CRYSTAL_BALL_OF_FIXATION: case MISC_CRYSTAL_BALL_OF_SEEING: strncat(buff, "crystal ball", ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) { strncat(buff, " of ", ITEMNAME_SIZE ); strncat(buff, (item_typ == MISC_CRYSTAL_BALL_OF_SEEING) ? "seeing" : (item_typ == MISC_CRYSTAL_BALL_OF_ENERGY) ? "energy" : (item_typ == MISC_CRYSTAL_BALL_OF_FIXATION) ? "fixation" : "bugginess", ITEMNAME_SIZE); } break; case MISC_BOX_OF_BEASTS: if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, "box of beasts", ITEMNAME_SIZE ); else strncat(buff, "small ebony casket", ITEMNAME_SIZE ); break; case MISC_EMPTY_EBONY_CASKET: if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, "empty ebony casket", ITEMNAME_SIZE ); else strncat(buff, "small ebony casket", ITEMNAME_SIZE ); break; case MISC_AIR_ELEMENTAL_FAN: if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, "air elemental ", ITEMNAME_SIZE ); strncat(buff, "fan", ITEMNAME_SIZE ); break; case MISC_LAMP_OF_FIRE: strncat(buff, "lamp", ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, " of fire", ITEMNAME_SIZE ); break; case MISC_LANTERN_OF_SHADOWS: if (item_not_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, "bone ", ITEMNAME_SIZE ); strncat(buff, "lantern", ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, " of shadows", ITEMNAME_SIZE ); break; case MISC_HORN_OF_GERYON: if (item_not_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, "silver ", ITEMNAME_SIZE ); strncat(buff, "horn", ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, " of Geryon", ITEMNAME_SIZE ); break; case MISC_DISC_OF_STORMS: if (item_not_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, "grey ", ITEMNAME_SIZE ); strncat(buff, "disc", ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, " of storms", ITEMNAME_SIZE ); break; case MISC_STONE_OF_EARTH_ELEMENTALS: if (item_not_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, "nondescript ", ITEMNAME_SIZE ); strncat(buff, "stone", ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) strncat(buff, " of earth elementals", ITEMNAME_SIZE ); break; case MISC_BOTTLED_EFREET: strncat(buff, (item_not_ident( item, ISFLAG_KNOW_TYPE )) ? "sealed bronze flask" : "bottled efreet", ITEMNAME_SIZE ); break; case MISC_PORTABLE_ALTAR_OF_NEMELEX: strncat(buff, "portable altar of Nemelex", ITEMNAME_SIZE ); break; default: strncat(buff, "buggy miscellaneous item", ITEMNAME_SIZE ); break; } break; // compacted 15 Apr 2000 {dlb}: case OBJ_BOOKS: if (item_not_ident( item, ISFLAG_KNOW_TYPE )) { char primary = (item.special / 10); char secondary = (item.special % 10); strncat(buff, (primary == 0) ? "" : (primary == 1) ? "chunky " : (primary == 2) ? "thick " : (primary == 3) ? "thin " : (primary == 4) ? "wide " : (primary == 5) ? "glowing " : (primary == 6) ? "dog-eared " : (primary == 7) ? "oblong " : (primary == 8) ? "runed " : // these last three were single spaces {dlb} (primary == 9) ? "" : (primary == 10) ? "" : (primary == 11) ? "" : "buggily ", ITEMNAME_SIZE); strncat(buff, (secondary == 0) ? "paperback " : (secondary == 1) ? "hardcover " : (secondary == 2) ? "leatherbound " : (secondary == 3) ? "metal-bound " : (secondary == 4) ? "papyrus " : // these two were single spaces, too {dlb} (secondary == 5) ? "" : (secondary == 6) ? "" : "buggy ", ITEMNAME_SIZE); strncat(buff, "book", ITEMNAME_SIZE ); } else if (item_typ == BOOK_MANUAL) { strncat(buff, "manual of ", ITEMNAME_SIZE ); strncat(buff, skill_name(it_plus), ITEMNAME_SIZE ); } else if (item_typ == BOOK_NECRONOMICON) strncat(buff, "Necronomicon", ITEMNAME_SIZE ); else if (item_typ == BOOK_DESTRUCTION) strncat(buff, "tome of Destruction", ITEMNAME_SIZE ); else if (item_typ == BOOK_YOUNG_POISONERS) strncat(buff, "Young Poisoner's Handbook", ITEMNAME_SIZE ); else if (item_typ == BOOK_BEASTS) strncat(buff, "Monster Manual", ITEMNAME_SIZE ); else { strncat(buff, "book of ", ITEMNAME_SIZE ); strncat(buff, (item_typ == BOOK_MINOR_MAGIC_I || item_typ == BOOK_MINOR_MAGIC_II || item_typ == BOOK_MINOR_MAGIC_III) ? "Minor Magic" : (item_typ == BOOK_CONJURATIONS_I || item_typ == BOOK_CONJURATIONS_II) ? "Conjurations" : (item_typ == BOOK_FLAMES) ? "Flames" : (item_typ == BOOK_FROST) ? "Frost" : (item_typ == BOOK_SUMMONINGS) ? "Summonings" : (item_typ == BOOK_FIRE) ? "Fire" : (item_typ == BOOK_ICE) ? "Ice" : (item_typ == BOOK_SURVEYANCES) ? "Surveyances" : (item_typ == BOOK_SPATIAL_TRANSLOCATIONS) ? "Spatial Translocations" : (item_typ == BOOK_ENCHANTMENTS) ? "Enchantments" : (item_typ == BOOK_TEMPESTS) ? "the Tempests" : (item_typ == BOOK_DEATH) ? "Death" : (item_typ == BOOK_HINDERANCE) ? "Hinderance" : (item_typ == BOOK_CHANGES) ? "Changes" : (item_typ == BOOK_TRANSFIGURATIONS) ? "Transfigurations" : (item_typ == BOOK_PRACTICAL_MAGIC) ? "Practical Magic" : (item_typ == BOOK_WAR_CHANTS) ? "War Chants" : (item_typ == BOOK_CLOUDS) ? "Clouds" : (item_typ == BOOK_HEALING) ? "Healing" : (item_typ == BOOK_NECROMANCY) ? "Necromancy" : (item_typ == BOOK_CALLINGS) ? "Callings" : (item_typ == BOOK_CHARMS) ? "Charms" : (item_typ == BOOK_DEMONOLOGY) ? "Demonology" : (item_typ == BOOK_AIR) ? "Air" : (item_typ == BOOK_SKY) ? "the Sky" : (item_typ == BOOK_DIVINATIONS) ? "Divinations" : (item_typ == BOOK_WARP) ? "the Warp" : (item_typ == BOOK_ENVENOMATIONS) ? "Envenomations" : (item_typ == BOOK_ANNIHILATIONS) ? "Annihilations" : (item_typ == BOOK_UNLIFE) ? "Unlife" : (item_typ == BOOK_CONTROL) ? "Control" : (item_typ == BOOK_MUTATIONS) ? "Morphology" : (item_typ == BOOK_TUKIMA) ? "Tukima" : (item_typ == BOOK_GEOMANCY) ? "Geomancy" : (item_typ == BOOK_EARTH) ? "the Earth" : (item_typ == BOOK_WIZARDRY) ? "Wizardry" : (item_typ == BOOK_POWER) ? "Power" : (item_typ == BOOK_CANTRIPS) ? "Cantrips" : (item_typ == BOOK_PARTY_TRICKS) ? "Party Tricks" : (item_typ == BOOK_STALKING) ? "Stalking" : "Bugginess", ITEMNAME_SIZE ); } break; // compacted 15 Apr 2000 {dlb}: case OBJ_STAVES: if (item_not_ident( item, ISFLAG_KNOW_TYPE )) { strncat(buff, (item.special == 0) ? "curved" : (item.special == 1) ? "glowing" : (item.special == 2) ? "thick" : (item.special == 3) ? "thin" : (item.special == 4) ? "long" : (item.special == 5) ? "twisted" : (item.special == 6) ? "jeweled" : (item.special == 7) ? "runed" : (item.special == 8) ? "smoking" : (item.special == 9) ? "gnarled" : // was "" {dlb} (item.special == 10) ? "" : (item.special == 11) ? "" : (item.special == 12) ? "" : (item.special == 13) ? "" : (item.special == 14) ? "" : (item.special == 15) ? "" : (item.special == 16) ? "" : (item.special == 17) ? "" : (item.special == 18) ? "" : (item.special == 19) ? "" : (item.special == 20) ? "" : (item.special == 21) ? "" : (item.special == 22) ? "" : (item.special == 23) ? "" : (item.special == 24) ? "" : (item.special == 25) ? "" : (item.special == 26) ? "" : (item.special == 27) ? "" : (item.special == 28) ? "" : (item.special == 29) ? "" : "buggy", ITEMNAME_SIZE); strncat(buff, " ", ITEMNAME_SIZE ); } strncat( buff, (item_is_rod( item ) ? "rod" : "staff"), ITEMNAME_SIZE ); if (item_ident( item, ISFLAG_KNOW_TYPE )) { strncat(buff, " of ", ITEMNAME_SIZE ); strncat(buff, (item_typ == STAFF_WIZARDRY) ? "wizardry" : (item_typ == STAFF_POWER) ? "power" : (item_typ == STAFF_FIRE) ? "fire" : (item_typ == STAFF_COLD) ? "cold" : (item_typ == STAFF_POISON) ? "poison" : (item_typ == STAFF_ENERGY) ? "energy" : (item_typ == STAFF_DEATH) ? "death" : (item_typ == STAFF_CONJURATION) ? "conjuration" : (item_typ == STAFF_ENCHANTMENT) ? "enchantment" : (item_typ == STAFF_SMITING) ? "smiting" : (item_typ == STAFF_STRIKING) ? "striking" : (item_typ == STAFF_WARDING) ? "warding" : (item_typ == STAFF_DISCOVERY) ? "discovery" : (item_typ == STAFF_DEMONOLOGY) ? "demonology" : (item_typ == STAFF_AIR) ? "air" : (item_typ == STAFF_EARTH) ? "earth" : (item_typ == STAFF_SUMMONING || item_typ == STAFF_SPELL_SUMMONING) ? "summoning" : (item_typ == STAFF_DESTRUCTION_I || item_typ == STAFF_DESTRUCTION_II || item_typ == STAFF_DESTRUCTION_III || item_typ == STAFF_DESTRUCTION_IV) ? "destruction" : (item_typ == STAFF_CHANNELING) ? "channeling" : "bugginess", ITEMNAME_SIZE ); } break; // rearranged 15 Apr 2000 {dlb}: case OBJ_ORBS: strncpy( buff, "Orb of ", ITEMNAME_SIZE ); strncat( buff, (item_typ == ORB_ZOT) ? "Zot" : /* ****************************************************************** (item_typ == 1) ? "Zug" : (item_typ == 2) ? "Xob" : (item_typ == 3) ? "Ix" : (item_typ == 4) ? "Xug" : (item_typ == 5) ? "Zob" : (item_typ == 6) ? "Ik" : (item_typ == 7) ? "Grolp" : (item_typ == 8) ? "fo brO ehT" : (item_typ == 9) ? "Plob" : (item_typ == 10) ? "Zuggle-Glob" : (item_typ == 11) ? "Zin" : (item_typ == 12) ? "Qexigok" : (item_typ == 13) ? "Bujuk" : (item_typ == 14) ? "Uhen Tiquritu" : (item_typ == 15) ? "Idohoxom Sovuf" : (item_typ == 16) ? "Voc Vocilicoso" : (item_typ == 17) ? "Chanuaxydiviha" : (item_typ == 18) ? "Ihexodox" : (item_typ == 19) ? "Rynok Pol" : (item_typ == 20) ? "Nemelex" : (item_typ == 21) ? "Sif Muna" : (item_typ == 22) ? "Okawaru" : (item_typ == 23) ? "Kikubaaqudgha" : ****************************************************************** */ "Bugginess", ITEMNAME_SIZE ); // change back to "Zot" if source of problems cannot be found {dlb} break; case OBJ_GOLD: strncat(buff, "gold piece", ITEMNAME_SIZE ); break; // still not implemented, yet: case OBJ_GEMSTONES: break; // rearranged 15 Apr 2000 {dlb}: case OBJ_CORPSES: if (item_typ == CORPSE_BODY && item.special < 100) strncat(buff, "rotting ", ITEMNAME_SIZE ); moname( it_plus, true, DESC_PLAIN, tmp_buff ); strncat(buff, tmp_buff, ITEMNAME_SIZE ); strncat(buff, " ", ITEMNAME_SIZE ); strncat(buff, (item_typ == CORPSE_BODY) ? "corpse" : (item_typ == CORPSE_SKELETON) ? "skeleton" : "corpse bug", ITEMNAME_SIZE ); break; default: strncat(buff, "!", ITEMNAME_SIZE ); } // end of switch? // Disambiguation if (!terse && item_ident(item, ISFLAG_KNOW_TYPE)) { #define name_append(x) strncat(buff, x, ITEMNAME_SIZE) switch (item_clas) { case OBJ_STAVES: switch (item_typ) { case STAFF_DESTRUCTION_I: name_append(" [fire]"); break; case STAFF_DESTRUCTION_II: name_append(" [ice]"); break; case STAFF_DESTRUCTION_III: name_append(" [iron,fireball,lightning]"); break; case STAFF_DESTRUCTION_IV: name_append(" [inacc,magma,cold]"); break; } break; case OBJ_BOOKS: switch (item_typ) { case BOOK_MINOR_MAGIC_I: name_append(" [flame]"); break; case BOOK_MINOR_MAGIC_II: name_append(" [frost]"); break; case BOOK_MINOR_MAGIC_III: name_append(" [summ]"); break; case BOOK_CONJURATIONS_I: name_append(" [fire]"); break; case BOOK_CONJURATIONS_II: name_append(" [ice]"); break; } } #undef name_append } // debugging output -- oops, I probably block it above ... dang! {dlb} if (strlen(buff) < 3) { char ugug[20]; strncat(buff, "bad item (cl:", ITEMNAME_SIZE ); itoa(item_clas, ugug, 10); strncat(buff, ugug, ITEMNAME_SIZE ); strncat(buff, ",ty:", ITEMNAME_SIZE ); itoa(item_typ, ugug, 10); strncat(buff, ugug, ITEMNAME_SIZE ); strncat(buff, ",pl:", ITEMNAME_SIZE ); itoa(it_plus, ugug, 10); strncat(buff, ugug, ITEMNAME_SIZE ); strncat(buff, ",pl2:", ITEMNAME_SIZE ); itoa(item_plus2, ugug, 10); strncat(buff, ugug, ITEMNAME_SIZE ); strncat(buff, ",sp:", ITEMNAME_SIZE ); itoa(item.special, ugug, 10); strncat(buff, ugug, ITEMNAME_SIZE ); strncat(buff, ",qu:", ITEMNAME_SIZE ); itoa(it_quant, ugug, 10); strncat(buff, ugug, ITEMNAME_SIZE ); strncat(buff, ")", ITEMNAME_SIZE ); } // hackish {dlb} if (it_quant > 1 && item_clas != OBJ_MISSILES && item_clas != OBJ_SCROLLS && item_clas != OBJ_POTIONS && item_clas != OBJ_MISCELLANY && (item_clas != OBJ_FOOD || item_typ != FOOD_CHUNK)) { strncat(buff, "s", ITEMNAME_SIZE ); } return 1; } // end item_name_2() void save_id(char identy[4][50]) { int x = 0, jx = 0; for (x = 0; x < 4; x++) { for (jx = 0; jx < 50; jx++) { identy[x][jx] = id[x][jx]; } } } // end save_id() void clear_ids(void) { int i = 0, j = 0; for (i = 0; i < 4; i++) { for (j = 0; j < 50; j++) { id[i][j] = ID_UNKNOWN_TYPE; } } } // end clear_ids() void set_ident_type( char cla, int ty, char setting, bool force ) { // Don't allow overwriting of known type with tried unless forced. if (!force && setting == ID_TRIED_TYPE && get_ident_type( cla, ty ) == ID_KNOWN_TYPE) { return; } switch (cla) { case OBJ_WANDS: id[ IDTYPE_WANDS ][ty] = setting; break; case OBJ_SCROLLS: id[ IDTYPE_SCROLLS ][ty] = setting; break; case OBJ_JEWELLERY: id[ IDTYPE_JEWELLERY ][ty] = setting; break; case OBJ_POTIONS: id[ IDTYPE_POTIONS ][ty] = setting; break; default: break; } } // end set_ident_type() char get_ident_type(char cla, int ty) { switch (cla) { case OBJ_WANDS: return id[ IDTYPE_WANDS ][ty]; case OBJ_SCROLLS: return id[ IDTYPE_SCROLLS ][ty]; case OBJ_JEWELLERY: return id[ IDTYPE_JEWELLERY ][ty]; case OBJ_POTIONS: return id[ IDTYPE_POTIONS ][ty]; default: return (ID_UNKNOWN_TYPE); } } // end get_ident_type() int property( const item_def &item, int prop_type ) { switch (item.base_type) { case OBJ_ARMOUR: case OBJ_WEAPONS: case OBJ_MISSILES: return (prop[ item.base_type ][ item.sub_type ][ prop_type ]); case OBJ_STAVES: if (item_is_staff( item )) return (prop[ OBJ_WEAPONS ][ WPN_QUARTERSTAFF ][ prop_type ]); else if (prop_type == PWPN_SPEED) // item is rod return (10); // extra protection against speed 0 else return (0); default: return (0); } } int mass_item( const item_def &item ) { int unit_mass = 0; if (item.base_type == OBJ_GOLD) { unit_mass = 0; } else if (item.base_type == OBJ_CORPSES) { unit_mass = mons_weight( item.plus ); if (item.sub_type == CORPSE_SKELETON) unit_mass /= 2; } else { unit_mass = mss[ item.base_type ][ item.sub_type ]; } return (unit_mass > 0 ? unit_mass : 0); } void init_properties(void) { prop[OBJ_ARMOUR][ARM_ROBE][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_ROBE][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_ROBE] = 60; prop[OBJ_ARMOUR][ARM_LEATHER_ARMOUR][PARM_AC] = 2; prop[OBJ_ARMOUR][ARM_LEATHER_ARMOUR][PARM_EVASION] = -1; mss[OBJ_ARMOUR][ARM_LEATHER_ARMOUR] = 150; prop[OBJ_ARMOUR][ARM_RING_MAIL][PARM_AC] = 4; prop[OBJ_ARMOUR][ARM_RING_MAIL][PARM_EVASION] = -2; mss[OBJ_ARMOUR][ARM_RING_MAIL] = 300; prop[OBJ_ARMOUR][ARM_SCALE_MAIL][PARM_AC] = 5; prop[OBJ_ARMOUR][ARM_SCALE_MAIL][PARM_EVASION] = -2; mss[OBJ_ARMOUR][ARM_SCALE_MAIL] = 400; prop[OBJ_ARMOUR][ARM_CHAIN_MAIL][PARM_AC] = 6; prop[OBJ_ARMOUR][ARM_CHAIN_MAIL][PARM_EVASION] = -3; mss[OBJ_ARMOUR][ARM_CHAIN_MAIL] = 450; prop[OBJ_ARMOUR][ARM_SPLINT_MAIL][PARM_AC] = 8; prop[OBJ_ARMOUR][ARM_SPLINT_MAIL][PARM_EVASION] = -5; mss[OBJ_ARMOUR][ARM_SPLINT_MAIL] = 550; prop[OBJ_ARMOUR][ARM_BANDED_MAIL][PARM_AC] = 7; prop[OBJ_ARMOUR][ARM_BANDED_MAIL][PARM_EVASION] = -4; mss[OBJ_ARMOUR][ARM_BANDED_MAIL] = 500; prop[OBJ_ARMOUR][ARM_PLATE_MAIL][PARM_AC] = 9; prop[OBJ_ARMOUR][ARM_PLATE_MAIL][PARM_EVASION] = -5; mss[OBJ_ARMOUR][ARM_PLATE_MAIL] = 650; prop[OBJ_ARMOUR][ARM_DRAGON_HIDE][PARM_AC] = 2; prop[OBJ_ARMOUR][ARM_DRAGON_HIDE][PARM_EVASION] = -2; mss[OBJ_ARMOUR][ARM_DRAGON_HIDE] = 220; prop[OBJ_ARMOUR][ARM_TROLL_HIDE][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_TROLL_HIDE][PARM_EVASION] = -1; mss[OBJ_ARMOUR][ARM_TROLL_HIDE] = 180; prop[OBJ_ARMOUR][ARM_CRYSTAL_PLATE_MAIL][PARM_AC] = 16; prop[OBJ_ARMOUR][ARM_CRYSTAL_PLATE_MAIL][PARM_EVASION] = -8; mss[OBJ_ARMOUR][ARM_CRYSTAL_PLATE_MAIL] = 1200; prop[OBJ_ARMOUR][ARM_DRAGON_ARMOUR][PARM_AC] = 8; prop[OBJ_ARMOUR][ARM_DRAGON_ARMOUR][PARM_EVASION] = -2; mss[OBJ_ARMOUR][ARM_DRAGON_ARMOUR] = 220; prop[OBJ_ARMOUR][ARM_TROLL_LEATHER_ARMOUR][PARM_AC] = 3; prop[OBJ_ARMOUR][ARM_TROLL_LEATHER_ARMOUR][PARM_EVASION] = -1; mss[OBJ_ARMOUR][ARM_TROLL_LEATHER_ARMOUR] = 180; prop[OBJ_ARMOUR][ARM_ICE_DRAGON_HIDE][PARM_AC] = 2; prop[OBJ_ARMOUR][ARM_ICE_DRAGON_HIDE][PARM_EVASION] = -2; mss[OBJ_ARMOUR][ARM_ICE_DRAGON_HIDE] = 220; prop[OBJ_ARMOUR][ARM_ICE_DRAGON_ARMOUR][PARM_AC] = 9; prop[OBJ_ARMOUR][ARM_ICE_DRAGON_ARMOUR][PARM_EVASION] = -2; mss[OBJ_ARMOUR][ARM_ICE_DRAGON_ARMOUR] = 220; prop[OBJ_ARMOUR][ARM_STEAM_DRAGON_HIDE][PARM_AC] = 0; prop[OBJ_ARMOUR][ARM_STEAM_DRAGON_HIDE][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_STEAM_DRAGON_HIDE] = 120; prop[OBJ_ARMOUR][ARM_STEAM_DRAGON_ARMOUR][PARM_AC] = 3; prop[OBJ_ARMOUR][ARM_STEAM_DRAGON_ARMOUR][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_STEAM_DRAGON_ARMOUR] = 120; prop[OBJ_ARMOUR][ARM_MOTTLED_DRAGON_HIDE][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_MOTTLED_DRAGON_HIDE][PARM_EVASION] = -1; mss[OBJ_ARMOUR][ARM_MOTTLED_DRAGON_HIDE] = 150; prop[OBJ_ARMOUR][ARM_MOTTLED_DRAGON_ARMOUR][PARM_AC] = 5; prop[OBJ_ARMOUR][ARM_MOTTLED_DRAGON_ARMOUR][PARM_EVASION] = -1; mss[OBJ_ARMOUR][ARM_MOTTLED_DRAGON_ARMOUR] = 150; prop[OBJ_ARMOUR][ARM_STORM_DRAGON_HIDE][PARM_AC] = 2; prop[OBJ_ARMOUR][ARM_STORM_DRAGON_HIDE][PARM_EVASION] = -5; mss[OBJ_ARMOUR][ARM_STORM_DRAGON_HIDE] = 400; prop[OBJ_ARMOUR][ARM_STORM_DRAGON_ARMOUR][PARM_AC] = 10; prop[OBJ_ARMOUR][ARM_STORM_DRAGON_ARMOUR][PARM_EVASION] = -5; mss[OBJ_ARMOUR][ARM_STORM_DRAGON_ARMOUR] = 400; prop[OBJ_ARMOUR][ARM_GOLD_DRAGON_HIDE][PARM_AC] = 2; prop[OBJ_ARMOUR][ARM_GOLD_DRAGON_HIDE][PARM_EVASION] = -10; mss[OBJ_ARMOUR][ARM_GOLD_DRAGON_HIDE] = 1100; prop[OBJ_ARMOUR][ARM_GOLD_DRAGON_ARMOUR][PARM_AC] = 13; prop[OBJ_ARMOUR][ARM_GOLD_DRAGON_ARMOUR][PARM_EVASION] = -10; mss[OBJ_ARMOUR][ARM_GOLD_DRAGON_ARMOUR] = 1100; prop[OBJ_ARMOUR][ARM_ANIMAL_SKIN][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_ANIMAL_SKIN][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_ANIMAL_SKIN] = 100; prop[OBJ_ARMOUR][ARM_SWAMP_DRAGON_HIDE][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_SWAMP_DRAGON_HIDE][PARM_EVASION] = -2; mss[OBJ_ARMOUR][ARM_SWAMP_DRAGON_HIDE] = 200; prop[OBJ_ARMOUR][ARM_SWAMP_DRAGON_ARMOUR][PARM_AC] = 7; prop[OBJ_ARMOUR][ARM_SWAMP_DRAGON_ARMOUR][PARM_EVASION] = -2; mss[OBJ_ARMOUR][ARM_SWAMP_DRAGON_ARMOUR] = 200; prop[OBJ_ARMOUR][ARM_SHIELD][PARM_AC] = 0; prop[OBJ_ARMOUR][ARM_SHIELD][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_SHIELD] = 100; prop[OBJ_ARMOUR][ARM_CLOAK][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_CLOAK][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_CLOAK] = 20; prop[OBJ_ARMOUR][ARM_HELMET][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_HELMET][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_HELMET] = 80; prop[OBJ_ARMOUR][ARM_GLOVES][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_GLOVES][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_GLOVES] = 20; prop[OBJ_ARMOUR][ARM_BOOTS][PARM_AC] = 1; prop[OBJ_ARMOUR][ARM_BOOTS][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_BOOTS] = 40; prop[OBJ_ARMOUR][ARM_BUCKLER][PARM_AC] = 0; prop[OBJ_ARMOUR][ARM_BUCKLER][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_BUCKLER] = 50; prop[OBJ_ARMOUR][ARM_LARGE_SHIELD][PARM_AC] = 0; prop[OBJ_ARMOUR][ARM_LARGE_SHIELD][PARM_EVASION] = 0; mss[OBJ_ARMOUR][ARM_LARGE_SHIELD] = 250; int i = 0; for (i = 0; i < 50; i++) { mss[OBJ_WANDS][i] = 100; mss[OBJ_FOOD][i] = 100; mss[OBJ_UNKNOWN_I][i] = 200; // labeled as "books" elsewhere //jmf: made scrolls, jewellery and potions weigh less. mss[OBJ_SCROLLS][i] = 20; mss[OBJ_JEWELLERY][i] = 10; mss[OBJ_POTIONS][i] = 40; mss[OBJ_UNKNOWN_II][i] = 5; // "gems" mss[OBJ_BOOKS][i] = 70; mss[OBJ_STAVES][i] = 130; mss[OBJ_ORBS][i] = 300; mss[OBJ_MISCELLANY][i] = 100; mss[OBJ_CORPSES][i] = 100; } // rods are lighter than staves for (i = STAFF_SMITING; i < STAFF_AIR; i++) { mss[OBJ_STAVES][i] = 70; } // this is food, right? mss[OBJ_FOOD][FOOD_MEAT_RATION] = 80; mss[OBJ_FOOD][FOOD_BREAD_RATION] = 80; mss[OBJ_FOOD][FOOD_PEAR] = 20; mss[OBJ_FOOD][FOOD_APPLE] = 20; mss[OBJ_FOOD][FOOD_CHOKO] = 30; mss[OBJ_FOOD][FOOD_HONEYCOMB] = 40; mss[OBJ_FOOD][FOOD_ROYAL_JELLY] = 55; mss[OBJ_FOOD][FOOD_SNOZZCUMBER] = 50; mss[OBJ_FOOD][FOOD_PIZZA] = 40; mss[OBJ_FOOD][FOOD_APRICOT] = 15; mss[OBJ_FOOD][FOOD_ORANGE] = 20; mss[OBJ_FOOD][FOOD_BANANA] = 20; mss[OBJ_FOOD][FOOD_STRAWBERRY] = 5; mss[OBJ_FOOD][FOOD_RAMBUTAN] = 10; mss[OBJ_FOOD][FOOD_LEMON] = 20; mss[OBJ_FOOD][FOOD_GRAPE] = 5; mss[OBJ_FOOD][FOOD_SULTANA] = 3; mss[OBJ_FOOD][FOOD_LYCHEE] = 10; mss[OBJ_FOOD][FOOD_BEEF_JERKY] = 20; mss[OBJ_FOOD][FOOD_CHEESE] = 40; mss[OBJ_FOOD][FOOD_SAUSAGE] = 40; mss[OBJ_FOOD][FOOD_CHUNK] = 100; /* mss [OBJ_FOOD] [21] = 40; mss [OBJ_FOOD] [22] = 50; mss [OBJ_FOOD] [23] = 60; mss [OBJ_FOOD] [24] = 60; mss [OBJ_FOOD] [25] = 100; */ mss[OBJ_MISCELLANY][MISC_BOTTLED_EFREET] = 250; mss[OBJ_MISCELLANY][MISC_CRYSTAL_BALL_OF_SEEING] = 200; mss[OBJ_MISCELLANY][MISC_CRYSTAL_BALL_OF_ENERGY] = 200; mss[OBJ_MISCELLANY][MISC_CRYSTAL_BALL_OF_FIXATION] = 200; // weapons: blunt weapons are first to help grouping them together // note: AC prop can't be 0 or less because of division. // If it's 1, makes no difference // NOTE: I have *removed* AC bit for weapons - just doesn't work // prop [x] [2] is speed prop[OBJ_WEAPONS][WPN_CLUB][PWPN_DAMAGE] = 5; prop[OBJ_WEAPONS][WPN_CLUB][PWPN_HIT] = 4; // helps to get past evasion prop[OBJ_WEAPONS][WPN_CLUB][PWPN_SPEED] = 12; mss[OBJ_WEAPONS][WPN_CLUB] = 50; prop[OBJ_WEAPONS][WPN_MACE][PWPN_DAMAGE] = 8; prop[OBJ_WEAPONS][WPN_MACE][PWPN_HIT] = 3; // helps to get past evasion prop[OBJ_WEAPONS][WPN_MACE][PWPN_SPEED] = 14; mss[OBJ_WEAPONS][WPN_MACE] = 140; prop[OBJ_WEAPONS][WPN_GREAT_MACE][PWPN_DAMAGE] = 16; prop[OBJ_WEAPONS][WPN_GREAT_MACE][PWPN_HIT] = -3; prop[OBJ_WEAPONS][WPN_GREAT_MACE][PWPN_SPEED] = 18; mss[OBJ_WEAPONS][WPN_GREAT_MACE] = 260; prop[OBJ_WEAPONS][WPN_FLAIL][PWPN_DAMAGE] = 9; prop[OBJ_WEAPONS][WPN_FLAIL][PWPN_HIT] = 2; // helps to get past evasion prop[OBJ_WEAPONS][WPN_FLAIL][PWPN_SPEED] = 15; mss[OBJ_WEAPONS][WPN_FLAIL] = 150; prop[OBJ_WEAPONS][WPN_SPIKED_FLAIL][PWPN_DAMAGE] = 12; prop[OBJ_WEAPONS][WPN_SPIKED_FLAIL][PWPN_HIT] = 1; prop[OBJ_WEAPONS][WPN_SPIKED_FLAIL][PWPN_SPEED] = 16; mss[OBJ_WEAPONS][WPN_SPIKED_FLAIL] = 170; prop[OBJ_WEAPONS][WPN_GREAT_FLAIL][PWPN_DAMAGE] = 17; prop[OBJ_WEAPONS][WPN_GREAT_FLAIL][PWPN_HIT] = -4; prop[OBJ_WEAPONS][WPN_GREAT_FLAIL][PWPN_SPEED] = 19; mss[OBJ_WEAPONS][WPN_GREAT_FLAIL] = 300; prop[OBJ_WEAPONS][WPN_DAGGER][PWPN_DAMAGE] = 3; prop[OBJ_WEAPONS][WPN_DAGGER][PWPN_HIT] = 6; // helps to get past evasion prop[OBJ_WEAPONS][WPN_DAGGER][PWPN_SPEED] = 11; mss[OBJ_WEAPONS][WPN_DAGGER] = 20; prop[OBJ_WEAPONS][WPN_KNIFE][PWPN_DAMAGE] = 2; prop[OBJ_WEAPONS][WPN_KNIFE][PWPN_HIT] = 0; // helps to get past evasion prop[OBJ_WEAPONS][WPN_KNIFE][PWPN_SPEED] = 11; mss[OBJ_WEAPONS][WPN_KNIFE] = 10; prop[OBJ_WEAPONS][WPN_MORNINGSTAR][PWPN_DAMAGE] = 10; prop[OBJ_WEAPONS][WPN_MORNINGSTAR][PWPN_HIT] = 2; prop[OBJ_WEAPONS][WPN_MORNINGSTAR][PWPN_SPEED] = 15; mss[OBJ_WEAPONS][WPN_MORNINGSTAR] = 150; prop[OBJ_WEAPONS][WPN_SHORT_SWORD][PWPN_DAMAGE] = 6; prop[OBJ_WEAPONS][WPN_SHORT_SWORD][PWPN_HIT] = 5; prop[OBJ_WEAPONS][WPN_SHORT_SWORD][PWPN_SPEED] = 12; mss[OBJ_WEAPONS][WPN_SHORT_SWORD] = 100; prop[OBJ_WEAPONS][WPN_LONG_SWORD][PWPN_DAMAGE] = 10; prop[OBJ_WEAPONS][WPN_LONG_SWORD][PWPN_HIT] = 3; prop[OBJ_WEAPONS][WPN_LONG_SWORD][PWPN_SPEED] = 14; mss[OBJ_WEAPONS][WPN_LONG_SWORD] = 160; prop[OBJ_WEAPONS][WPN_GREAT_SWORD][PWPN_DAMAGE] = 16; prop[OBJ_WEAPONS][WPN_GREAT_SWORD][PWPN_HIT] = -1; prop[OBJ_WEAPONS][WPN_GREAT_SWORD][PWPN_SPEED] = 17; mss[OBJ_WEAPONS][WPN_GREAT_SWORD] = 250; prop[OBJ_WEAPONS][WPN_FALCHION][PWPN_DAMAGE] = 8; prop[OBJ_WEAPONS][WPN_FALCHION][PWPN_HIT] = 2; prop[OBJ_WEAPONS][WPN_FALCHION][PWPN_SPEED] = 13; mss[OBJ_WEAPONS][WPN_FALCHION] = 130; prop[OBJ_WEAPONS][WPN_SCIMITAR][PWPN_DAMAGE] = 11; prop[OBJ_WEAPONS][WPN_SCIMITAR][PWPN_HIT] = 1; prop[OBJ_WEAPONS][WPN_SCIMITAR][PWPN_SPEED] = 14; mss[OBJ_WEAPONS][WPN_SCIMITAR] = 170; prop[OBJ_WEAPONS][WPN_HAND_AXE][PWPN_DAMAGE] = 7; prop[OBJ_WEAPONS][WPN_HAND_AXE][PWPN_HIT] = 2; prop[OBJ_WEAPONS][WPN_HAND_AXE][PWPN_SPEED] = 13; mss[OBJ_WEAPONS][WPN_HAND_AXE] = 110; prop[OBJ_WEAPONS][WPN_WAR_AXE][PWPN_DAMAGE] = 11; prop[OBJ_WEAPONS][WPN_WAR_AXE][PWPN_HIT] = 0; prop[OBJ_WEAPONS][WPN_WAR_AXE][PWPN_SPEED] = 16; mss[OBJ_WEAPONS][WPN_WAR_AXE] = 150; prop[OBJ_WEAPONS][WPN_BROAD_AXE][PWPN_DAMAGE] = 14; prop[OBJ_WEAPONS][WPN_BROAD_AXE][PWPN_HIT] = 1; prop[OBJ_WEAPONS][WPN_BROAD_AXE][PWPN_SPEED] = 17; mss[OBJ_WEAPONS][WPN_BROAD_AXE] = 180; prop[OBJ_WEAPONS][WPN_BATTLEAXE][PWPN_DAMAGE] = 17; prop[OBJ_WEAPONS][WPN_BATTLEAXE][PWPN_HIT] = -2; prop[OBJ_WEAPONS][WPN_BATTLEAXE][PWPN_SPEED] = 18; mss[OBJ_WEAPONS][WPN_BATTLEAXE] = 200; prop[OBJ_WEAPONS][WPN_SPEAR][PWPN_DAMAGE] = 5; prop[OBJ_WEAPONS][WPN_SPEAR][PWPN_HIT] = 3; prop[OBJ_WEAPONS][WPN_SPEAR][PWPN_SPEED] = 13; mss[OBJ_WEAPONS][WPN_SPEAR] = 50; prop[OBJ_WEAPONS][WPN_TRIDENT][PWPN_DAMAGE] = 9; prop[OBJ_WEAPONS][WPN_TRIDENT][PWPN_HIT] = -2; prop[OBJ_WEAPONS][WPN_TRIDENT][PWPN_SPEED] = 17; mss[OBJ_WEAPONS][WPN_TRIDENT] = 160; prop[OBJ_WEAPONS][WPN_DEMON_TRIDENT][PWPN_DAMAGE] = 15; prop[OBJ_WEAPONS][WPN_DEMON_TRIDENT][PWPN_HIT] = -2; prop[OBJ_WEAPONS][WPN_DEMON_TRIDENT][PWPN_SPEED] = 17; mss[OBJ_WEAPONS][WPN_DEMON_TRIDENT] = 160; prop[OBJ_WEAPONS][WPN_HALBERD][PWPN_DAMAGE] = 13; prop[OBJ_WEAPONS][WPN_HALBERD][PWPN_HIT] = -3; prop[OBJ_WEAPONS][WPN_HALBERD][PWPN_SPEED] = 19; mss[OBJ_WEAPONS][WPN_HALBERD] = 200; // sling // - the three properties are _not_ irrelevant here // - when something hits something else (either may be you) // in melee, these are used. prop[OBJ_WEAPONS][WPN_SLING][PWPN_DAMAGE] = 1; prop[OBJ_WEAPONS][WPN_SLING][PWPN_HIT] = -1; prop[OBJ_WEAPONS][WPN_SLING][PWPN_SPEED] = 11; mss[OBJ_WEAPONS][WPN_SLING] = 10; prop[OBJ_WEAPONS][WPN_BOW][PWPN_DAMAGE] = 2; prop[OBJ_WEAPONS][WPN_BOW][PWPN_HIT] = -3; // helps to get past evasion prop[OBJ_WEAPONS][WPN_BOW][PWPN_SPEED] = 11; mss[OBJ_WEAPONS][WPN_BOW] = 100; prop[OBJ_WEAPONS][WPN_BLOWGUN][PWPN_DAMAGE] = 1; prop[OBJ_WEAPONS][WPN_BLOWGUN][PWPN_HIT] = 0; // helps to get past evasion prop[OBJ_WEAPONS][WPN_BLOWGUN][PWPN_SPEED] = 10; mss[OBJ_WEAPONS][WPN_BLOWGUN] = 50; prop[OBJ_WEAPONS][WPN_CROSSBOW][PWPN_DAMAGE] = 2; prop[OBJ_WEAPONS][WPN_CROSSBOW][PWPN_HIT] = -1; prop[OBJ_WEAPONS][WPN_CROSSBOW][PWPN_SPEED] = 15; mss[OBJ_WEAPONS][WPN_CROSSBOW] = 250; prop[OBJ_WEAPONS][WPN_HAND_CROSSBOW][PWPN_DAMAGE] = 1; prop[OBJ_WEAPONS][WPN_HAND_CROSSBOW][PWPN_HIT] = -1; prop[OBJ_WEAPONS][WPN_HAND_CROSSBOW][PWPN_SPEED] = 15; mss[OBJ_WEAPONS][WPN_HAND_CROSSBOW] = 70; prop[OBJ_WEAPONS][WPN_GLAIVE][PWPN_DAMAGE] = 15; prop[OBJ_WEAPONS][WPN_GLAIVE][PWPN_HIT] = -3; prop[OBJ_WEAPONS][WPN_GLAIVE][PWPN_SPEED] = 18; mss[OBJ_WEAPONS][WPN_GLAIVE] = 200; // staff - hmmm prop[OBJ_WEAPONS][WPN_QUARTERSTAFF][PWPN_DAMAGE] = 7; prop[OBJ_WEAPONS][WPN_QUARTERSTAFF][PWPN_HIT] = 6; prop[OBJ_WEAPONS][WPN_QUARTERSTAFF][PWPN_SPEED] = 12; mss[OBJ_WEAPONS][WPN_QUARTERSTAFF] = 130; prop[OBJ_WEAPONS][WPN_SCYTHE][PWPN_DAMAGE] = 14; prop[OBJ_WEAPONS][WPN_SCYTHE][PWPN_HIT] = -4; prop[OBJ_WEAPONS][WPN_SCYTHE][PWPN_SPEED] = 22; mss[OBJ_WEAPONS][WPN_SCYTHE] = 230; // these two should have the same speed because of 2-h ogres. prop[OBJ_WEAPONS][WPN_GIANT_CLUB][PWPN_DAMAGE] = 15; prop[OBJ_WEAPONS][WPN_GIANT_CLUB][PWPN_HIT] = -5; prop[OBJ_WEAPONS][WPN_GIANT_CLUB][PWPN_SPEED] = 16; mss[OBJ_WEAPONS][WPN_GIANT_CLUB] = 750; prop[OBJ_WEAPONS][WPN_GIANT_SPIKED_CLUB][PWPN_DAMAGE] = 18; prop[OBJ_WEAPONS][WPN_GIANT_SPIKED_CLUB][PWPN_HIT] = -6; prop[OBJ_WEAPONS][WPN_GIANT_SPIKED_CLUB][PWPN_SPEED] = 17; mss[OBJ_WEAPONS][WPN_GIANT_SPIKED_CLUB] = 850; // these two should have the same speed because of 2-h ogres. prop[OBJ_WEAPONS][WPN_EVENINGSTAR][PWPN_DAMAGE] = 12; prop[OBJ_WEAPONS][WPN_EVENINGSTAR][PWPN_HIT] = 2; prop[OBJ_WEAPONS][WPN_EVENINGSTAR][PWPN_SPEED] = 15; mss[OBJ_WEAPONS][WPN_EVENINGSTAR] = 150; prop[OBJ_WEAPONS][WPN_QUICK_BLADE][PWPN_DAMAGE] = 5; prop[OBJ_WEAPONS][WPN_QUICK_BLADE][PWPN_HIT] = 6; prop[OBJ_WEAPONS][WPN_QUICK_BLADE][PWPN_SPEED] = 7; mss[OBJ_WEAPONS][WPN_QUICK_BLADE] = 100; prop[OBJ_WEAPONS][WPN_KATANA][PWPN_DAMAGE] = 13; prop[OBJ_WEAPONS][WPN_KATANA][PWPN_HIT] = 4; prop[OBJ_WEAPONS][WPN_KATANA][PWPN_SPEED] = 13; mss[OBJ_WEAPONS][WPN_KATANA] = 160; prop[OBJ_WEAPONS][WPN_EXECUTIONERS_AXE][PWPN_DAMAGE] = 20; prop[OBJ_WEAPONS][WPN_EXECUTIONERS_AXE][PWPN_HIT] = -4; prop[OBJ_WEAPONS][WPN_EXECUTIONERS_AXE][PWPN_SPEED] = 20; mss[OBJ_WEAPONS][WPN_EXECUTIONERS_AXE] = 320; prop[OBJ_WEAPONS][WPN_DOUBLE_SWORD][PWPN_DAMAGE] = 15; prop[OBJ_WEAPONS][WPN_DOUBLE_SWORD][PWPN_HIT] = 3; prop[OBJ_WEAPONS][WPN_DOUBLE_SWORD][PWPN_SPEED] = 16; mss[OBJ_WEAPONS][WPN_DOUBLE_SWORD] = 220; prop[OBJ_WEAPONS][WPN_TRIPLE_SWORD][PWPN_DAMAGE] = 19; prop[OBJ_WEAPONS][WPN_TRIPLE_SWORD][PWPN_HIT] = -1; prop[OBJ_WEAPONS][WPN_TRIPLE_SWORD][PWPN_SPEED] = 19; mss[OBJ_WEAPONS][WPN_TRIPLE_SWORD] = 300; prop[OBJ_WEAPONS][WPN_HAMMER][PWPN_DAMAGE] = 7; prop[OBJ_WEAPONS][WPN_HAMMER][PWPN_HIT] = 2; prop[OBJ_WEAPONS][WPN_HAMMER][PWPN_SPEED] = 13; mss[OBJ_WEAPONS][WPN_HAMMER] = 130; prop[OBJ_WEAPONS][WPN_ANCUS][PWPN_DAMAGE] = 9; prop[OBJ_WEAPONS][WPN_ANCUS][PWPN_HIT] = 1; prop[OBJ_WEAPONS][WPN_ANCUS][PWPN_SPEED] = 14; mss[OBJ_WEAPONS][WPN_ANCUS] = 160; prop[OBJ_WEAPONS][WPN_WHIP][PWPN_DAMAGE] = 3; prop[OBJ_WEAPONS][WPN_WHIP][PWPN_HIT] = 1; // helps to get past evasion prop[OBJ_WEAPONS][WPN_WHIP][PWPN_SPEED] = 14; mss[OBJ_WEAPONS][WPN_WHIP] = 30; prop[OBJ_WEAPONS][WPN_SABRE][PWPN_DAMAGE] = 7; prop[OBJ_WEAPONS][WPN_SABRE][PWPN_HIT] = 4; prop[OBJ_WEAPONS][WPN_SABRE][PWPN_SPEED] = 12; mss[OBJ_WEAPONS][WPN_SABRE] = 110; prop[OBJ_WEAPONS][WPN_DEMON_BLADE][PWPN_DAMAGE] = 13; prop[OBJ_WEAPONS][WPN_DEMON_BLADE][PWPN_HIT] = 2; prop[OBJ_WEAPONS][WPN_DEMON_BLADE][PWPN_SPEED] = 15; mss[OBJ_WEAPONS][WPN_DEMON_BLADE] = 200; prop[OBJ_WEAPONS][WPN_DEMON_WHIP][PWPN_DAMAGE] = 10; prop[OBJ_WEAPONS][WPN_DEMON_WHIP][PWPN_HIT] = 1; prop[OBJ_WEAPONS][WPN_DEMON_WHIP][PWPN_SPEED] = 14; mss[OBJ_WEAPONS][WPN_DEMON_WHIP] = 30; // MISSILES: prop[OBJ_MISSILES][MI_STONE][PWPN_DAMAGE] = 2; prop[OBJ_MISSILES][MI_STONE][PWPN_HIT] = 4; mss[OBJ_MISSILES][MI_STONE] = 5; prop[OBJ_MISSILES][MI_ARROW][PWPN_DAMAGE] = 2; prop[OBJ_MISSILES][MI_ARROW][PWPN_HIT] = 6; mss[OBJ_MISSILES][MI_ARROW] = 10; prop[OBJ_MISSILES][MI_NEEDLE][PWPN_DAMAGE] = 0; prop[OBJ_MISSILES][MI_NEEDLE][PWPN_HIT] = 1; mss[OBJ_MISSILES][MI_NEEDLE] = 1; prop[OBJ_MISSILES][MI_BOLT][PWPN_DAMAGE] = 2; prop[OBJ_MISSILES][MI_BOLT][PWPN_HIT] = 8; mss[OBJ_MISSILES][MI_BOLT] = 12; prop[OBJ_MISSILES][MI_DART][PWPN_DAMAGE] = 2; prop[OBJ_MISSILES][MI_DART][PWPN_HIT] = 4; //whatever - for hand crossbow mss[OBJ_MISSILES][MI_DART] = 5; // large rock prop[OBJ_MISSILES][MI_LARGE_ROCK][PWPN_DAMAGE] = 20; prop[OBJ_MISSILES][MI_LARGE_ROCK][PWPN_HIT] = 10; mss[OBJ_MISSILES][MI_LARGE_ROCK] = 1000; } unsigned char check_item_knowledge(void) { char st_pass[ITEMNAME_SIZE] = ""; int i, j; char lines = 0; unsigned char anything = 0; int ft = 0; int max = 0; int yps = 0; int inv_count = 0; unsigned char ki = 0; const int num_lines = get_number_of_lines(); #ifdef DOS_TERM char buffer[2400]; gettext(35, 1, 80, 25, buffer); #endif #ifdef DOS_TERM window(35, 1, 80, 25); #endif clrscr(); for (i = 0; i < 4; i++) { for (j = 0; j < 30; j++) { if (id[i][j] == ID_KNOWN_TYPE) inv_count++; } } if (inv_count == 0) { cprintf("You don't recognise anything yet!"); if (getch() == 0) getch(); goto putty; } textcolor(BLUE); cprintf(" You recognise:"); textcolor(LIGHTGREY); lines++; for (i = 0; i < 4; i++) { switch (i) { case IDTYPE_WANDS: ft = OBJ_WANDS; max = NUM_WANDS; break; case IDTYPE_SCROLLS: ft = OBJ_SCROLLS; max = NUM_SCROLLS; break; case IDTYPE_JEWELLERY: ft = OBJ_JEWELLERY; max = NUM_JEWELLERY; break; case IDTYPE_POTIONS: ft = OBJ_POTIONS; max = NUM_POTIONS; break; } for (j = 0; j < max; j++) { if (lines > num_lines - 2 && inv_count > 0) { gotoxy(1, num_lines); cprintf("-more-"); ki = getch(); if (ki == ESCAPE) { #ifdef DOS_TERM puttext(35, 1, 80, 25, buffer); #endif return ESCAPE; } if (ki >= 'A' && ki <= 'z') { #ifdef DOS_TERM puttext(35, 1, 80, 25, buffer); #endif return ki; } if (ki == 0) ki = getch(); lines = 0; clrscr(); gotoxy(1, 1); anything = 0; } int ident_level = get_ident_type( ft, j ); if (ident_level == ID_KNOWN_TYPE) { anything++; if (lines > 0) cprintf(EOL); lines++; cprintf(" "); yps = wherey(); // item_name now requires a "real" item, so we'll create a tmp item_def tmp;// = { ft, j, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 }; tmp.base_type = ft; tmp.sub_type = j; tmp.colour = 1; item_name( tmp, DESC_PLAIN, st_pass ); cprintf(st_pass); inv_count--; if (wherey() != yps) lines++; } } // end of j loop } if (anything > 0) { ki = getch(); //ki = getch(); //ki = anything; if (ki >= 'A' && ki <= 'z') { #ifdef DOS_TERM puttext(35, 1, 80, 25, buffer); #endif return ki; } if (ki == 0) ki = getch(); #ifdef DOS_TERM puttext(35, 1, 80, 25, buffer); #endif return anything; } putty: #ifdef DOS_TERM puttext(35, 1, 80, 25, buffer); #endif return ki; } // end check_item_knowledge() // must be certain that you are passing the subtype // to an OBJ_ARMOUR and nothing else, or as they say, // "Bad Things Will Happen" {dlb}: bool hide2armour( unsigned char *which_subtype ) { switch (*which_subtype) { case ARM_DRAGON_HIDE: *which_subtype = ARM_DRAGON_ARMOUR; return true; case ARM_TROLL_HIDE: *which_subtype = ARM_TROLL_LEATHER_ARMOUR; return true; case ARM_ICE_DRAGON_HIDE: *which_subtype = ARM_ICE_DRAGON_ARMOUR; return true; case ARM_MOTTLED_DRAGON_HIDE: *which_subtype = ARM_MOTTLED_DRAGON_ARMOUR; return true; case ARM_STORM_DRAGON_HIDE: *which_subtype = ARM_STORM_DRAGON_ARMOUR; return true; case ARM_GOLD_DRAGON_HIDE: *which_subtype = ARM_GOLD_DRAGON_ARMOUR; return true; case ARM_SWAMP_DRAGON_HIDE: *which_subtype = ARM_SWAMP_DRAGON_ARMOUR; return true; case ARM_STEAM_DRAGON_HIDE: *which_subtype = ARM_STEAM_DRAGON_ARMOUR; return true; default: return false; } } // end hide2armour() void make_name(unsigned char var1, unsigned char var2, unsigned char var3, char ncase, char buff[ITEMNAME_SIZE]) { char name[ ITEMNAME_SIZE ] = ""; FixedVector < unsigned char, 15 > numb; int len; int i = 0; int nexty = 0; int j = 0; int x = 0; numb[0] = var1 * var2; numb[1] = var1 * var3; numb[2] = var2 * var3; numb[3] = var1 * var2 * var3; numb[4] = var1 + var2; numb[5] = var2 + var3; numb[6] = var1 * var2 + var3; numb[7] = var1 * var3 + var2; numb[8] = var2 * var3 + var1; numb[9] = var1 * var2 * var3 - var1; numb[10] = var1 + var2 + var2; numb[11] = var2 + var3 * var1; numb[12] = var1 * var2 * var3; numb[13] = var1 * var3 * var1; numb[14] = var2 * var3 * var3; for (i = 0; i < 15; i++) { while (numb[i] >= 25) { numb[i] -= 25; } } j = numb[6]; len = reduce(numb[reduce(numb[11]) / 2]); while (len < 5 && j < 10) { len += 1 + reduce(1 + numb[j]); j++; } while (len > 14) { len -= 8; } nexty = retbit(numb[4]); char k = 0; j = 0; for (i = 0; i < len; i++) { j++; if (j >= 15) { j = 0; k++; if (k > 9) break; } if (nexty == 1 || (i > 0 && !is_random_name_vowel(name[i]))) { name[i] = retvow(numb[j]); if ((i == 0 || i == len - 1) && name[i] == 32) { i--; continue; } } else { if (numb[i / 2] <= 1 && i > 3 && is_random_name_vowel(name[i])) goto two_letter; else name[i] = numb[j]; } hello: if ((nexty == 0 && is_random_name_vowel(name[i])) || (nexty == 1 && !is_random_name_vowel(name[i]))) { if (nexty == 1 && i > 0 && !is_random_name_vowel(name[i - 1])) i--; i--; continue; } if (!is_random_name_vowel(name[i])) nexty = 1; else nexty = 0; x++; } switch (ncase) { case 2: for (i = 0; i < len + 1; i++) { if (i > 3 && name[i] == 0 && name[i + 1] == 0) { name[i] = 0; if (name[i - 1] == 32) name[i - 1] = 0; break; } if (name[i] != 32 && name[i] < 30) name[i] += 65; if (name[i] > 96) name[i] -= 32; } break; case 3: for (i = 0; i < len + 0; i++) { if (i != 0 && name[i] >= 65 && name[i] < 97) { if (name[i - 1] == 32) name[i] += 32; } if (name[i] > 97) { if (i == 0 || name[i - 1] == 32) name[i] -= 32; } if (name[i] < 30) { if (i == 0 || (name[i] != 32 && name[i - 1] == 32)) name[i] += 65; else name[i] += 97; } } break; case 0: for (i = 0; i < len; i++) { if (name[i] != 32 && name[i] < 30) name[i] += 97; } break; case 1: name[i] += 65; for (i = 1; i < len; i++) { if (name[i] != 32 && name[i] < 30) name[i] += 97; //97; } break; } if (strlen( name ) == 0) strncpy( buff, "Plog", 80 ); else strncpy( buff, name, 80 ); buff[79] = '\0'; return; two_letter: if (nexty == 1) goto hello; if (!is_random_name_vowel(name[i - 1])) goto hello; i++; switch (i * (retbit(j) + 1)) { case 0: strcat(name, "sh"); break; case 1: strcat(name, "ch"); break; case 2: strcat(name, "tz"); break; case 3: strcat(name, "ts"); break; case 4: strcat(name, "cs"); break; case 5: strcat(name, "cz"); break; case 6: strcat(name, "xt"); break; case 7: strcat(name, "xk"); break; case 8: strcat(name, "kl"); break; case 9: strcat(name, "cl"); break; case 10: strcat(name, "fr"); break; case 11: strcat(name, "sh"); break; case 12: strcat(name, "ch"); break; case 13: strcat(name, "gh"); break; case 14: strcat(name, "pr"); break; case 15: strcat(name, "tr"); break; case 16: strcat(name, "mn"); break; case 17: strcat(name, "ph"); break; case 18: strcat(name, "pn"); break; case 19: strcat(name, "cv"); break; case 20: strcat(name, "zx"); break; case 21: strcat(name, "xz"); break; case 23: strcat(name, "dd"); break; case 24: strcat(name, "tt"); break; case 25: strcat(name, "ll"); break; //case 26: strcat(name, "sh"); break; //case 12: strcat(name, "sh"); break; //case 13: strcat(name, "sh"); break; default: i--; goto hello; } x += 2; goto hello; } // end make_name() char reduce(unsigned char reducee) { while (reducee >= 26) { reducee -= 26; } return reducee; } // end reduce() bool is_random_name_vowel(unsigned char let) { return (let == 0 || let == 4 || let == 8 || let == 14 || let == 20 || let == 24 || let == 32); } // end is_random_name_vowel() char retvow(char sed) { while (sed > 6) sed -= 6; switch (sed) { case 0: return 0; case 1: return 4; case 2: return 8; case 3: return 14; case 4: return 20; case 5: return 24; case 6: return 32; } return 0; } // end retvow() char retbit(char sed) { return (sed % 2); } // end retbit()