Code:
Index: interpreter.c
===================================================================
--- interpreter.c (revision 197)
+++ interpreter.c (working copy)
@@ -171,6 +171,7 @@
{ "holylight", "holy" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_HOLYLIGHT },
{ "house" , "house" , POS_RESTING , do_house , 0, 0 },
+ { "identify" , "id" , POS_STANDING, do_not_here , 1, 0 },
{ "inventory", "i" , POS_DEAD , do_inventory, 0, 0 },
{ "idea" , "id" , POS_DEAD , do_ibt , 0, SCMD_IDEA },
{ "imotd" , "imo" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_IMOTD },
Index: spell_parser.c
===================================================================
--- spell_parser.c (revision 197)
+++ spell_parser.c (working copy)
@@ -916,7 +916,11 @@
TAR_CHAR_ROOM, FALSE, MAG_MANUAL,
NULL);
+ spello(SPELL_IDENTIFY, "identify", 50, 25, 5, POS_STANDING,
+ TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
+ NULL);
+
/* NON-castable spells should appear below here. */
spello(SPELL_IDENTIFY, "identify", 0, 0, 0, 0,
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
Index: class.c
===================================================================
--- class.c (revision 197)
+++ class.c (working copy)
@@ -1586,6 +1586,7 @@
spell_level(SPELL_POISON, CLASS_MAGIC_USER, 14);
spell_level(SPELL_FIREBALL, CLASS_MAGIC_USER, 15);
spell_level(SPELL_CHARM, CLASS_MAGIC_USER, 16);
+ spell_level(SPELL_IDENTIFY, CLASS_MAGIC_USER, 20);
spell_level(SPELL_ENCHANT_WEAPON, CLASS_MAGIC_USER, 26);
spell_level(SPELL_CLONE, CLASS_MAGIC_USER, 30);
@@ -1607,6 +1608,7 @@
spell_level(SPELL_CURE_CRITIC, CLASS_CLERIC, 9);
spell_level(SPELL_SUMMON, CLASS_CLERIC, 10);
spell_level(SPELL_REMOVE_POISON, CLASS_CLERIC, 10);
+ spell_level(SPELL_IDENTIFY, CLASS_CLERIC, 11);
spell_level(SPELL_WORD_OF_RECALL, CLASS_CLERIC, 12);
spell_level(SPELL_EARTHQUAKE, CLASS_CLERIC, 12);
spell_level(SPELL_DISPEL_EVIL, CLASS_CLERIC, 14);
Index: shop.c
===================================================================
--- shop.c (revision 197)
+++ shop.c (working copy)
@@ -25,6 +25,7 @@
#include "constants.h"
#include "act.h"
#include "modify.h"
+#include "spells.h" /* for skill_name() */
/* Global variables definitions used externally */
/* Constant list for printing out who we sell to */
@@ -57,6 +58,7 @@
static int read_type_list(FILE *shop_f, struct shop_buy_data *list, int new_format, int max);
static int read_list(FILE *shop_f, struct shop_buy_data *list, int new_format, int max, int type);
static void shopping_list(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr);
+static bool shopping_identify(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr);
static void shopping_value(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr);
static void shopping_sell(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr);
static struct obj_data *get_selling_obj(struct char_data *ch, char *name, struct char_data *keeper, int shop_nr, int msg);
@@ -984,6 +986,8 @@
} else if (CMD_IS("list")) {
shopping_list(argument, ch, keeper, shop_nr);
return (TRUE);
+ } else if (CMD_IS("identify")) {
+ return (shopping_identify(argument, ch, keeper, shop_nr));
}
return (FALSE);
}
@@ -1543,3 +1547,114 @@
shop_index = NULL;
top_shop = -1;
}
+
+bool shopping_identify(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr)
+{
+ char buf[MAX_STRING_LENGTH];
+ struct obj_data *obj;
+ int i, found;
+
+ if (!is_ok(keeper, ch, shop_nr))
+ return FALSE;
+
+ if (SHOP_SORT(shop_nr) < IS_CARRYING_N(keeper))
+ sort_keeper_objs(keeper, shop_nr);
+
+ if (!*arg) {
+ snprintf(buf, sizeof(buf), "%s What do you want to identify??", GET_NAME(ch));
+ do_tell(keeper, buf, cmd_tell, 0);
+ return TRUE;
+ }
+ if (!(obj = get_purchase_obj(ch, arg, keeper, shop_nr, TRUE)))
+ return FALSE;
+
+ send_to_char(ch, "Name: %s\r\n", (obj->short_description) ? obj->short_description : "<None>");
+ sprinttype(GET_OBJ_TYPE(obj), item_types, buf, sizeof(buf));
+ send_to_char(ch, "Type: %s\r\n", buf);
+ send_to_char(ch, "Weight: %d, Cost to Buy: @Y%d@n\r\n", GET_OBJ_WEIGHT(obj), sell_price(obj, shop_nr, keeper, ch));
+
+ sprintbitarray(GET_OBJ_WEAR(obj), wear_bits, TW_ARRAY_MAX, buf);
+ send_to_char(ch, "Can be worn on: %s\r\n", buf);
+
+ switch (GET_OBJ_TYPE(obj)) {
+ case ITEM_LIGHT:
+ if (GET_OBJ_VAL(obj, 2) == -1)
+ send_to_char(ch, "Hours Remaining: (Infinite)\r\n");
+ else if (GET_OBJ_VAL(obj, 2) == 0)
+ send_to_char(ch, "Hours Remaining: None!\r\n");
+ else
+ send_to_char(ch, "Hours Remaining: %d\r\n", GET_OBJ_VAL(obj, 2));
+ break;
+ case ITEM_SCROLL:
+ case ITEM_POTION:
+ send_to_char(ch, "Spells: %s, %s, %s\r\n",
+ skill_name(GET_OBJ_VAL(obj, 1)),
+ skill_name(GET_OBJ_VAL(obj, 2)),
+ skill_name(GET_OBJ_VAL(obj, 3)));
+ break;
+ case ITEM_WAND:
+ case ITEM_STAFF:
+ send_to_char(ch, "Spell: %s\r\n", skill_name(GET_OBJ_VAL(obj, 3)));
+ send_to_char(ch, "Charges: %d/%d\r\n", GET_OBJ_VAL(obj, 2), GET_OBJ_VAL(obj, 1));
+ break;
+ case ITEM_WEAPON:
+ send_to_char(ch, "Damage Dice is '%dD%d' for an average per-round damage of %.1f.\r\n",
+ GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 2),
+ ((GET_OBJ_VAL(obj, 2) + 1) / 2.0) * GET_OBJ_VAL(obj, 1));
+ break;
+ case ITEM_ARMOR:
+ if(GET_OBJ_VAL(obj,1) == 0)
+ {
+ send_to_char(ch, "AC-apply: [%d]\r\n", GET_OBJ_VAL(obj, 0));
+ }
+ else
+ {
+ send_to_char(ch, "AC-apply: [%d] - This item has magical affects.\r\n", GET_OBJ_VAL(obj, 0));
+ }
+ break;
+ case ITEM_CONTAINER:
+ send_to_char(ch, "Capacity: %d/%d\r\n", GET_OBJ_WEIGHT(obj), GET_OBJ_VAL(obj, 0));
+ break;
+ case ITEM_DRINKCON:
+ case ITEM_FOUNTAIN:
+ send_to_char(ch, "Drinks: %d/%d\r\n", GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 0));
+ break;
+ case ITEM_NOTE:
+ send_to_char(ch, "\r\n");
+ break;
+ case ITEM_KEY:
+ send_to_char(ch, "\r\n");
+ break;
+ case ITEM_FOOD:
+ send_to_char(ch, "\r\n");
+ break;
+ case ITEM_MONEY:
+ send_to_char(ch, "\r\n");
+ break;
+ case ITEM_WORN:
+ if(GET_OBJ_VAL(obj,1) > 0)
+ send_to_char(ch, "This item has magical affects.\r\n");
+ else
+ send_to_char(ch, "\r\n");
+ break;
+ default:
+ send_to_char(ch, "\r\n");
+ break;
+ }
+
+ found = 0;
+ send_to_char(ch, "Affections:");
+ for (i = 0; i < MAX_OBJ_AFFECT; i++)
+ if (obj->affected[i].modifier) {
+ sprinttype(obj->affected[i].location, apply_types, buf, sizeof(buf));
+ send_to_char(ch, "%s %+d to %s", found++ ? "," : "", obj->affected[i].modifier, buf);
+ }
+ if (!found)
+ send_to_char(ch, " None");
+
+ send_to_char(ch, "\r\nExtra Flags: ");
+ sprintbitarray(GET_OBJ_EXTRA(obj), extra_bits, EF_ARRAY_MAX, buf);
+ send_to_char(ch, "%s\r\n", buf);
+
+ return TRUE;
+}
Index: spells.h
===================================================================
--- spells.h (revision 197)
+++ spells.h (working copy)
@@ -89,6 +89,7 @@
#define SPELL_GROUP_RECALL 49 /* Reserved Skill[] DO NOT CHANGE */
#define SPELL_INFRAVISION 50 /* Reserved Skill[] DO NOT CHANGE */
#define SPELL_WATERWALK 51 /* Reserved Skill[] DO NOT CHANGE */
+#define SPELL_IDENTIFY 52 /* Reserved Skill[] DO NOT CHANGE */
/** Total Number of defined spells */
-#define NUM_SPELLS 51
+ #define NUM_SPELLS 52
@@ -113,7 +114,6 @@
* intended use is for spells and skills associated with objects (such as
* SPELL_IDENTIFY used with scrolls of identify) or non-players (such as NPC
* only spells). */
-#define SPELL_IDENTIFY 201
/* To make an affect induced by dg_affect look correct on 'stat' we need to
* define it with a 'spellname'. */