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item.c
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/* omega copyright (C) 1987,1988,1989 by Laurence Raphael Brothers */
/* item.c */
#include "glob.h"
/* make a random new object, returning pointer */
pob create_object(int itemlevel)
{
pob new;
int r;
int ok = FALSE;
while (! ok) {
new = ((pob) checkmalloc(sizeof(objtype)));
r= random_range(135);
if (r < 20) make_thing(new,-1);
else if (r < 40) make_food(new,-1);
else if (r < 50) make_scroll(new,-1);
else if (r < 60) make_potion(new,-1);
else if (r < 70) make_weapon(new,-1);
else if (r < 80) make_armor(new,-1);
else if (r < 90) make_shield(new,-1);
else if (r < 100) make_stick(new,-1);
else if (r < 110) make_boots(new,-1);
else if (r < 120) make_cloak(new,-1);
else if (r < 130) make_ring(new,-1);
else make_artifact(new,-1);
/* not ok if object is too good for level, or if unique and already made */
/* 1/100 chance of finding object if too good for level */
ok = ((new->uniqueness < UNIQUE_MADE) &&
((new->level < itemlevel+random_range(3))
|| (random_range(100)==23)));
if (!ok)
{
free_obj( new, TRUE );
}
}
if (new->uniqueness == UNIQUE_UNMADE)
Objects[new->id].uniqueness=UNIQUE_MADE;
return(new);
}
void make_cash(pob new, int level)
{
*new = Objects[CASHID];
new->basevalue = random_range(level*level+10)+1; /* aux is AU value */
new->objstr = cashstr();
new->cursestr = new->truename = new->objstr;
}
void make_food(pob new, int id)
{
if (id == -1) id = random_range(NUMFOODS);
*new = Objects[FOODID+id];
}
void make_corpse(pob new, pmt m)
{
*new = Objects[CORPSEID];
new->charge = m->id;
new->weight = m->corpseweight;
new->basevalue = m->corpsevalue;
new->known = 2;
new->objstr = m->corpsestr;
new->truename = new->cursestr = new->objstr;
if ( m_statusp(m, ALLOC ) )
{
/* DAG we are keeping the corpsestr here, can free monstring */
/* later, should track this in the object as well, as this */
/* is still a memory leak (though smaller than before) */
free ( m->monstring );
m->monstring = Monsters[m->id].monstring;
m->corpsestr = Monsters[m->id].corpsestr;
m_status_reset( m, ALLOC );
/* DAG level not otherwise used for corpses. Use to hold ALLOC info. */
new->level |= ALLOC;
}
/* DG I_CANNIBAL not implemented... fall through to code in I_CORPSE */
/* WDT HACK, of course -- we need to implement I_CANNIBAL. */
#if 0
if ((m->monchar&0xff) == '@')
new->usef = I_CANNIBAL;
else
#endif
if (m_statusp(m,EDIBLE)) {
new->usef = I_FOOD;
new->aux = 6;
}
else if (m_statusp(m,POISONOUS))
new->usef = I_POISON_FOOD;
/* Special corpse-eating effects */
else switch(m->id) {
case TSETSE: /*tse tse fly */
case TORPOR: /*torpor beast */
new->usef = I_SLEEP_SELF;
break;
case NASTY:
new->usef = I_INVISIBLE;
break;
case BLIPPER:
new->usef = I_TELEPORT;
break;
case EYE: /* floating eye -- it's traditional.... */
new->usef = I_CLAIRVOYANCE;
break;
case FUZZY: /*astral fuzzy */
new->usef = I_DISPLACE;
break;
case SERV_LAW:
new->usef = I_CHAOS;
break;
case SERV_CHAOS:
new->usef = I_LAW;
break;
case ASTRAL_VAMP: /* astral vampire */
new->usef = I_ENCHANT;
break;
case MANABURST:
new->usef = I_SPELLS;
break;
case RAKSHASA:
new->usef = I_TRUESIGHT;
break;
/* DG fall through to code in I_CORPSE and special case there */
#if 0 /* WDT HACK? */
case BEHEMOTH:
new->usef = I_HEAL;
break;
case UNICORN:
new->usef = I_NEUTRALIZE_POISON;
break;
#endif
case COMA: /*coma beast */
new->usef = I_ALERT;
break;
/* DG I_INEDIBLE not implemented... fall through to code in I_CORPSE */
#if 0 /* WDT HACK: yawn. */
default:
new->usef = I_INEDIBLE;
break;
#endif
}
}
void make_ring(pob new, int id)
{
if (id == -1) id = random_range(NUMRINGS);
*new = Objects[RINGID+id];
if (new->blessing == 0) new->blessing = itemblessing();
if (new->plus == 0) new->plus = itemplus()+1;
if (new->blessing < 0) new->plus = -1 - abs(new->plus);
}
void make_thing (pob new, int id)
{
if (id == -1) id = random_range(NUMTHINGS);
*new = Objects[THINGID+id];
if (0 == strcmp(new->objstr, "grot"))
{
new->objstr = grotname();
new->truename = new->cursestr = new->objstr;
}
else if (new->id >= CARDID && new->id < (CARDID + NUMCARDS))
{
switch (new->id)
{
case OB_DEBIT_CARD:
new->aux = bank_random_account_number();
break;
case OB_CREDIT_CARD:
new->charge = random_range(250) + random_range(250) + random_range(250);
break;
case OB_PREPAID_CARD:
new->charge = random_range(50) + random_range(50) + random_range(50);
break;
case OB_SMART_CARD:
new->aux = bank_random_account_number();
new->charge = random_range(500) + random_range(500) + random_range(500);
break;
}
}
}
void make_scroll(pob new, int id)
{
if (id == -1) id = random_range(NUMSCROLLS);
*new = Objects[SCROLLID+id];
/* if a scroll of spells, aux is the spell id in Spells */
if (new->id == OB_SPELLS_SCROLL) {
new->aux = random_range(NUMSPELLS);
}
}
void make_potion(pob new, int id)
{
if (id == -1) id = random_range(NUMPOTIONS);
*new = Objects[POTIONID+id];
if (new->plus == 0) new->plus = itemplus();
}
void make_weapon(pob new, int id)
{
if (id == -1) id = random_range(NUMWEAPONS);
*new = Objects[WEAPONID+id];
if ((id == 28) || (id == 29)) /* bolt or arrow */
new->number = random_range(20)+1;
if (new->blessing == 0) new->blessing = itemblessing();
if (new->plus == 0) {
new->plus = itemplus();
if (new->blessing < 0)
new->plus = -1 - abs(new->plus);
else if (new->blessing > 0)
new->plus = 1 + abs(new->plus);
}
}
void make_shield(pob new, int id)
{
if (id == -1) id = random_range(NUMSHIELDS);
*new = Objects[SHIELDID+id];
if (new->plus == 0)
new->plus = itemplus();
if (new->blessing == 0) new->blessing = itemblessing();
if (new->blessing < 0)
new->plus = -1 - abs(new->plus);
else if (new->blessing > 0)
new->plus = 1 + abs(new->plus);
}
void make_armor(pob new, int id)
{
if (id == -1) id = random_range(NUMARMOR);
*new = Objects[ARMORID+id];
if (new->plus == 0) new->plus = itemplus();
if (new->blessing == 0) new->blessing = itemblessing();
if (new->blessing < 0)
new->plus = -1 - abs(new->plus);
else if (new->blessing > 0)
new->plus = 1 + abs(new->plus);
}
void make_cloak(pob new, int id)
{
if (id == -1) id = random_range(NUMCLOAKS);
Objects[OB_CLOAK_PROTECT].plus = 2;
*new = Objects[CLOAKID+id];
if (new->blessing == 0) new->blessing = itemblessing();
}
void make_boots(pob new, int id)
{
if (id == -1) id = random_range(NUMBOOTS);
*new = Objects[BOOTID+id];
if (new->blessing == 0) new->blessing = itemblessing();
}
void make_stick(pob new, int id)
{
if (id == -1) id = random_range(NUMSTICKS);
*new = Objects[STICKID+id];
new->charge = itemcharge();
if (new->blessing == 0) new->blessing = itemblessing();
}
void make_artifact(pob new, int id)
{
if (id == -1)
do
id = random_range(NUMARTIFACTS);
while (Objects[id].uniqueness >= UNIQUE_MADE);
*new = Objects[ARTIFACTID+id];
if ( new->id == OB_HOLDING )
new->blessing = itemblessing();
}
/* this function is used to shuffle the id numbers of scrolls, potions, etc */
/* taken from Knuth 2 */
void shuffle(int ids[], int number)
{
int top, swap, with;
for (top = 0; top < number; top++)
ids[top] = top;
for (top = number - 1; top >= 0; top--) {
swap = ids[top];
with = random_range(top + 1); /* from 0 to top, inclusive */
ids[top] = ids[with];
ids[with] = swap;
}
}
/* item name functions */
char *scrollname(int id)
{
switch(scroll_ids[id]) {
case 0: return "scroll-GRISTOGRUE";
case 1: return "scroll-Kho Reck Tighp";
case 2: return "scroll-E Z";
case 3: return "scroll-Kevitz";
case 4: return "scroll-Arcanum Prime";
case 5: return "scroll-NYARLATHOTEP";
case 6: return "scroll-Gilthoniel";
case 7: return "scroll-Zarathustra";
case 8: return "scroll-Ancient Lore";
case 9: return "scroll-Eyes Only";
case 10: return "scroll-Ambogar Empheltz";
case 11: return "scroll-Isengard";
case 12: return "scroll-Deosil Widdershins";
case 13: return "scroll-Magister Paracelsus";
case 14: return "scroll-Qlipphotic Summons";
case 15: return "scroll-Aratron Samael";
case 16: return "scroll-De Wormiis Mysterius";
case 17: return "scroll-Necronomicon";
case 18: return "scroll-Pnakotic Manuscript";
case 19: return "scroll-Codex of Xalimar";
case 20: return "scroll-The Mabinogion";
case 21: return "scroll-Ginseng Shiatsu";
case 22: return "scroll-Tome of Tromax";
case 23: return "scroll-Book of the Dead ";
case 24: return "scroll-The Flame Tongue";
case 25: return "scroll-Karst Khogar";
case 26: return "scroll-The Yellow Sign";
case 27: return "scroll-The Kevillist Manifesto";
case 28: return "scroll-Goshtar Script";
default:
case 29: return "scroll-Pendragon Encryption";
}
}
char *grotname(void)
{
switch(random_range(21)) {
case 0: return "pot lid";
case 1: return "mound of offal";
case 2: return "sword that was broken";
case 3: return "salted snail";
case 4: return "key";
case 5: return "toadstool";
case 6: return "greenish spindle";
case 7: return "tin soldier";
case 8: return "broken yo-yo";
case 9: return "NYC subway map";
case 10: return "Nixon's the One! button";
case 11: return "beer can (empty)";
case 12: return "golden bejewelled falcon";
case 13: return "hamster cage";
case 14: return "wooden nickel";
case 15: return "three-dollar bill";
case 16: return "rosebud";
case 17: return "water pistol";
case 18: return "shattered skull";
case 19: return "black bag";
default:
case 20: return "jawbone of an ass";
}
}
char *potionname(int id)
{
switch (potion_ids[id]) {
case 0: return "vial of dewy liquid";
case 1: return "jug of tarry black substance";
case 2: return "flask of cold smoking froth";
case 3: return "phial of glowing fluid";
case 4: return "bottle of sickening slime";
case 5: return "sac of greenish gel";
case 6: return "wineskin of odorous goo";
case 7: return "canteen of sweet sap";
case 8: return "urn of clear fluid";
case 9: return "clotted grey ooze";
case 10: return "keg of bubbly golden fluid";
case 11: return "tube of minty paste";
case 12: return "pitcher of aromatic liquid";
case 13: return "pot of rancid grease";
case 14: return "thermos of hot black liquid";
case 15: return "magnum of deep red liquid";
case 16: return "vase full of ichor";
case 17: return "container of white cream";
case 18: return "syringe of clear fluid";
default:
case 19: return "can of volatile essence";
}
}
char *stickname(int id)
{
switch (stick_ids[id]) {
case 0: return "oaken staff";
case 1: return "heavy metal rod";
case 2: return "shaft of congealed light";
case 3: return "slender ceramic wand";
case 4: return "rune-inscribed bone wand";
case 5: return "knurly staff";
case 6: return "steel knobbed rod";
case 7: return "lucite wand";
case 8: return "sturdy alpenstock";
case 9: return "gem-studded ebony staff";
case 10: return "chromed sequinned staff";
case 11: return "old peeling stick";
case 12: return "jointed metal rod";
case 13: return "wand with lead ferrules";
case 14: return "forked wooden stick";
case 15: return "cane with gold eagle handle";
case 16: return "crystalline wand";
case 17: return "metal stick with trigger";
case 18: return "leather-handled stone rod";
default:
case 19: return "tiny mithril wand";
}
}
char *ringname(int id)
{
switch (ring_ids[id]) {
case 0: return "gold ring with a blue gem";
case 1: return "brass ring";
case 2: return "mithril ring with a red gem";
case 3: return "platinum ring"; break;
case 4: return "gold dragon's head ring";
case 5: return "bronze ring";
case 6: return "aardvark seal ring";
case 7: return "grey metal ring";
case 8: return "silver skull ring";
case 9: return "onyx ring";
case 10: return "Collegium Magii class ring";
case 11: return "worn stone ring";
case 12: return "diorite ring";
case 13: return "ancient scarab ring"; break;
case 14: return "plastic charm ring";
case 15: return "soapy gypsum ring";
case 16: return "glass ring";
case 17: return "glowing bluestone ring";
case 18: return "ring with eye sigil";
default:
case 19: return "zirconium ring";
}
}
char *cloakname(int id)
{
switch (cloak_ids[id]) {
case 0: return "tattered piece of cloth";
case 1: return "fuligin cloak";
case 2: return "chintz cloak";
case 3: return "diaphanous cape"; break;
case 4: return "red half-cloak";
case 5: return "mouse-hide cloak";
case 6: return "kelly green cloak";
case 7: return "cloth-of-gold cloak";
case 8: return "dirty old cloak";
case 9: return "weightless cloak";
case 10: return "boat cloak";
case 11: return "greasy tarpaulin";
case 12: return "sable cloak";
case 13: return "soft velvet cloak"; break;
case 14: return "opera cape";
case 15: return "elegant brocade cloak";
case 16: return "cloak of many colors";
case 17: return "grey-green rag";
case 18: return "puce and chartreuse cloak";
default:
case 19: return "smoky cloak";
}
}
char *bootname(int id)
{
switch (boot_ids[id]) {
case 0: return "sturdy leather boots";
case 1: return "calf-length moccasins";
case 2: return "dark-colored tabi";
case 3: return "patent-leather shoes"; break;
case 4: return "beaten-up gumshoes";
case 5: return "alligator-hide boots";
case 6: return "comfortable sandals";
case 7: return "roller skates";
case 8: return "purple suede gaiters";
case 9: return "mirror-plated wingtips";
case 10: return "heavy workboots";
case 11: return "polyurethane-soled sneakers";
case 12: return "clodhoppers";
case 13: return "wooden shoes"; break;
case 14: return "ski boots";
case 15: return "hob-nailed boots";
case 16: return "elven boots";
case 17: return "cowboy boots";
case 18: return "flipflop slippers";
default:
case 19: return "riding boots";
}
}
int itemplus(void)
{
int p = 0;
while (random_range(2) == 0)
p++;
return(p);
}
int itemcharge(void)
{
return(random_range(20)+1);
}
int itemblessing(void)
{
switch(random_range(10)) {
case 0:
case 1:return(-1-random_range(10));
case 8:
case 9:return(1+random_range(10));
default: return(0);
}
}
int twohandedp(int id)
{
switch(id) {
case OB_GREAT_SWORD:
case OB_GREAT_AXE:
case OB_QUARTERSTAFF:
case OB_HALBERD:
case OB_LONGBOW:
case OB_CROSSBOW:
case OB_DESECRATOR:
case OB_HEWER:
case OB_GIANT_CLUB:
case OB_SCYTHE_DEATH:
return(TRUE);
default: return(FALSE);
}
}
void item_use(pob o)
{
clearmsg();
switch(o->usef) {
case -1:i_no_op(o); break;
case 0:i_nothing(o); break;
/* scrolls */
case I_SPELLS: i_spells(o); break;
case I_BLESS: i_bless(o); break;
case I_ACQUIRE: i_acquire(o); break;
case I_ENCHANT: i_enchant(o); break;
case I_TELEPORT: i_teleport(o); break;
case I_WISH: i_wish(o); break;
case I_CLAIRVOYANCE: i_clairvoyance(o); break;
case I_DISPLACE: i_displace(o); break;
case I_ID: i_id(o); break;
case I_JANE_T: i_jane_t(o); break;
case I_FLUX: i_flux(o); break;
case I_WARP: i_warp(o); break;
case I_ALERT: i_alert(o); break;
case I_CHARGE: i_charge(o); break;
case I_KNOWLEDGE: i_knowledge(o); break;
case I_LAW: i_law(o); break;
case I_HINT: hint(); break;
case I_HERO: i_hero(o); break;
case I_TRUESIGHT: i_truesight(o); break;
case I_ILLUMINATE: i_illuminate(o); break;
case I_DEFLECT: i_deflect(o); break;
/* potion functions */
case I_HEAL: i_heal(o); break;
case I_OBJDET: i_objdet(o); break;
case I_MONDET: i_mondet(o); break;
case I_SLEEP_SELF: i_sleep_self(o); break;
case I_NEUTRALIZE_POISON: i_neutralize_poison(o); break;
case I_RESTORE: i_restore(o); break;
case I_SPEED: i_speed(o); break;
case I_AZOTH: i_azoth(o); break;
case I_AUGMENT: i_augment(o); break;
case I_REGENERATE: i_regenerate(o); break;
case I_INVISIBLE: i_invisible(o); break;
case I_BREATHING: i_breathing(o); break;
case I_FEAR_RESIST: i_fear_resist(o); break;
case I_CHAOS: i_chaos(o); break;
case I_ACCURACY: i_accuracy(o); break;
case I_LEVITATION: i_levitate(o); break;
case I_CURE: i_cure(o); break;
/* stick functions */
case I_FIREBOLT: i_firebolt(o); break;
case I_LBOLT: i_lbolt(o); break;
case I_MISSILE: i_missile(o); break;
case I_SLEEP_OTHER: i_sleep_other(o); break;
case I_FIREBALL: i_fireball(o); break;
case I_LBALL: i_lball(o); break;
case I_SNOWBALL: i_snowball(o); break;
case I_SUMMON: i_summon(o); break;
case I_HIDE: i_hide(o); break;
case I_DISRUPT: i_disrupt(o); break;
case I_DISINTEGRATE: i_disintegrate(o); break;
case I_APPORT: i_apport(o); break;
case I_DISPEL: i_dispel(o); break;
case I_POLYMORPH: i_polymorph(o); break;
case I_FEAR:i_fear(o); break;
/* food functions */
case I_FOOD: i_food(o); break;
case I_LEMBAS: i_lembas(o); break;
case I_STIM: i_stim(o); break;
case I_POW: i_pow(o); break;
case I_IMMUNE: i_immune(o); break;
case I_POISON_FOOD: i_poison_food(o); break;
case I_CORPSE: i_corpse(o); break;
case I_PEPPER_FOOD: i_pepper_food(o); break;
/* boots functions */
case I_PERM_SPEED: i_perm_speed(o); break;
case I_PERM_HERO: i_perm_hero(o); break;
case I_PERM_LEVITATE: i_perm_levitate(o); break;
case I_PERM_AGILITY: i_perm_agility(o); break;
/* artifact functions */
case I_SCEPTRE:i_sceptre(o);break;
case I_PLANES:i_planes(o);break;
case I_SERENITY:i_serenity(o);break;
case I_STARGEM:i_stargem(o);break;
case I_SYMBOL:i_symbol(o); break;
case I_ORBMASTERY: i_orbmastery(o); break;
case I_ORBFIRE: i_orbfire(o); break;
case I_ORBWATER: i_orbwater(o); break;
case I_ORBEARTH: i_orbearth(o); break;
case I_ORBAIR: i_orbair(o); break;
case I_ORBDEAD: i_orbdead(o); break;
case I_CRYSTAL: i_crystal(o); break;
case I_LIFE: i_life(o); break;
case I_DEATH: i_death(o); break;
case I_ANTIOCH: i_antioch(o); break;
case I_HELM: i_helm(o); break;
case I_KOLWYNIA: i_kolwynia(o); break;
case I_ENCHANTMENT: i_enchantment(o); break;
case I_JUGGERNAUT: i_juggernaut(o); break;
case I_HOLDING: i_holding(o); break;
/* cloak functions */
case I_PERM_DISPLACE: i_perm_displace(o); break;
case I_PERM_NEGIMMUNE: i_perm_negimmune(o); break;
case I_PERM_INVISIBLE: i_perm_invisible(o); break;
case I_PERM_PROTECTION: i_perm_protection(o);break;
case I_PERM_ACCURACY: i_perm_accuracy(o);break;
case I_PERM_TRUESIGHT: i_perm_truesight(o); break;
/* ring functions */
case I_PERM_BURDEN: i_perm_burden(o); break;
case I_PERM_STRENGTH: i_perm_strength(o); break;
case I_PERM_GAZE_IMMUNE: i_perm_gaze_immune(o); break;
case I_PERM_FIRE_RESIST: i_perm_fire_resist(o); break;
case I_PERM_POISON_RESIST: i_perm_poison_resist(o); break;
case I_PERM_REGENERATE: i_perm_regenerate(o); break;
case I_PERM_KNOWLEDGE: i_perm_knowledge(o); break;
/* armor functions */
case I_NORMAL_ARMOR: i_normal_armor(o); break;
case I_PERM_FEAR_RESIST: i_perm_fear_resist(o); break;
case I_PERM_ENERGY_RESIST: i_perm_energy_resist(o); break;
case I_PERM_BREATHING: i_perm_breathing(o); break;
/* weapons functions */
case I_NORMAL_WEAPON: i_normal_weapon(o); break;
case I_LIGHTSABRE: i_lightsabre(o); break;
case I_DEMONBLADE: i_demonblade(o); break;
case I_DESECRATE: i_desecrate(o); break;
case I_MACE_DISRUPT: i_mace_disrupt(o); break;
case I_DEFEND: i_defend(o); break;
case I_VICTRIX: i_victrix(o); break;
/* thing functions */
case I_PICK: i_pick(o); break;
case I_KEY: i_key(o); break;
case I_PERM_ILLUMINATE: i_perm_illuminate(o); break;
case I_TRAP: i_trap(o); break;
case I_RAISE_PORTCULLIS:i_raise_portcullis(o); break;
/* shield functions */
case I_NORMAL_SHIELD: i_normal_shield(o); break;
case I_PERM_DEFLECT: i_perm_deflect(o); break;
#ifdef DEBUG /* WDT: good idea, DG. I'll be using this often, I predict! */
/* looking for objects without, or with unimplemented, functions */
default:
fprintf(DG_debug_log, "tried to use a %s with o->usef %d\n",
itemid(o), o->usef);
break;
#endif
}
}