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Revision: 1.10
Committed: Wed Dec 20 10:31:00 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.9: +0 -1 lines
Log Message:
removed EXPERIENCE type.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.6 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <funcpoint.h>
26     #include <living.h>
27     #include <spells.h>
28    
29     /* the ordering of this is actually doesn't make a difference
30     * However, for ease of use, new entries should go at the end
31     * so those people that debug the code that get used to something
32     * being in the location 4 don't get confused.
33     *
34     * The ordering in save_name, use_name, nonuse_name.
35     * save_name is the name used to load/save it from files. It should
36     * match that of the doc/Developers/objects. The only
37     * real limitation is that it shouldn't have spaces or other characters
38     * that may mess up the match code. It must also start with body_
39     * use_name is how we describe the location if we can use it.
40     * nonuse_name is how we describe it if we can't use it. I think
41     * the values below will make it pretty clear how those work out
42     * They are basically there to make life a little easier - if a character
43     * examines an item and it says it goes on 'your arm', its pretty clear
44     * they can use it. See the last sample (commented out) for a dragon
45     * Note that using the term 'human' may not be very accurate, humanoid
46     * may be better.
47     * Basically, for the use/nonuse, the code does something like:
48     * "This item goes %s\n", with the use/nonuse values filling in the %s
49     */
50     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 root 1.7 {"body_range", "in your range slot", "in a human's range slot"},
52     {"body_arm", "on your arm", "on a human's arm"},
53     {"body_torso", "on your body", "on a human's torso"},
54     {"body_head", "on your head", "on a human's head"},
55     {"body_neck", "around your neck", "around a humans neck"},
56     {"body_skill", "in your skill slot", "in a human's skill slot"},
57     {"body_finger", "on your finger", "on a human's finger"} ,
58     {"body_shoulder", "around your shoulders", "around a human's shoulders"},
59     {"body_foot", "on your feet", "on a human's feet"},
60     {"body_hand", "on your hands", "on a human's hands"},
61     {"body_wrist", "around your wrists", "around a human's wrist"},
62     {"body_waist", "around your waist", "around a human's waist"},
63 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
64     };
65    
66     static char numbers[21][20] = {
67 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69     "eighteen", "nineteen", "twenty"
70 elmex 1.1 };
71    
72     static char numbers_10[10][20] = {
73 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74     "eighty", "ninety"
75 elmex 1.1 };
76    
77     static char levelnumbers[21][20] = {
78 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
79 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
80     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
81     "nineteen", "twentieth"
82     };
83    
84     static char levelnumbers_10[11][20] = {
85 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
86     "seventieth", "eightieth", "ninetieth"
87 elmex 1.1 };
88    
89     /* The following is a large table of item types, the fields are:
90     * item number, item name, item name (plural), and two numbers that are the skills
91     * used to identify them. Anytime a new item type is added or removed, this list
92     * should be altered to reflect that. The defines for the numerical values are in
93     * define.h
94     */
95     static const typedata item_types[] = {
96 root 1.4 {PLAYER, "player", "players", 0, 0},
97     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
98     {TREASURE, "treasure", "treasure", 0, 0},
99     {POTION, "potion", "potions", SK_ALCHEMY, 0},
100     {FOOD, "food", "food", SK_WOODSMAN, 0},
101     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102     {BOOK, "book", "books", SK_LITERACY, 0},
103     {CLOCK, "clock", "clocks", 0, 0},
104     {LIGHTNING, "lightning", "lightning", 0, 0},
105     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106     {BOW, "bow", "bows", SK_BOWYER, 0},
107     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109     {PEDESTAL, "pedestal", "pedestals", 0, 0},
110     {ALTAR, "altar", "altars", 0, 0},
111     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
112     {SPECIAL_KEY, "special key", "special keys", 0, 0},
113     {MAP, "map", "maps", 0, 0},
114     {DOOR, "door", "doors", 0, 0},
115     {KEY, "key", "keys", 0, 0},
116     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
117     {TRIGGER, "trigger", "triggers", 0, 0},
118     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
119     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
120     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
121     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
122     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
123     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
124     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
125     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
126     {MONEY, "money", "money", 0, 0},
127     {CLASS, "class", "classes", 0, 0},
128     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
129     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130     {PLAYERMOVER, "player mover", "player movers", 0, 0},
131     {TELEPORTER, "teleporter", "teleporters", 0, 0},
132     {CREATOR, "creator", "creators", 0, 0},
133     {SKILL, "skill", "skills", 0, 0},
134     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
135     {GOLEM, "golem", "golems", 0, 0},
136     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
137     {BLINDNESS, "blindness", "blindness", 0, 0},
138     {GOD, "god", "gods", 0, 0},
139     {DETECTOR, "detector", "detectors", 0, 0},
140     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
141     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
142     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
143     {MARKER, "marker", "markers", 0, 0},
144     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
145     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
146     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
147     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
148     {GEM, "gem", "gems", SK_JEWELER, 0},
149     {FIREWALL, "firewall", "firewalls", 0, 0},
150     {ANVIL, "anvil", "anvils", 0, 0},
151     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
152     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
153     {EXIT, "exit", "exits", 0, 0},
154     {ENCOUNTER, "encounter", "encounters", 0, 0},
155     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
156     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
157     {RING, "ring", "rings", SK_JEWELER, 0},
158     {FLOOR, "floor", "floors", 0, 0},
159     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162     {LIGHTER, "lighter", "lighters", 0, 0},
163     {TRAP_PART, "trap part", "trap parts", 0, 0},
164     {WALL, "wall", "walls", 0, 0},
165     {LIGHT_SOURCE, "light source", "light sources", 0, 0},
166     {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167     {MONSTER, "monster", "monsters", 0, 0},
168     {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
169     {LAMP, "lamp", "lamps", 0, 0},
170     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
171     {TOOL, "tool", "tools", 0, 0},
172     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
173     {BUILDFAC, "building facility", "building facilities", 0, 0},
174     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
175     {SPINNER, "spinner", "spinners", 0, 0},
176     {GATE, "gate", "gates", 0, 0},
177     {BUTTON, "button", "buttons", 0, 0},
178     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
179     {HOLE, "hole", "holes", 0, 0},
180     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
181     {SIGN, "sign", "signs", 0, 0},
182     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
183     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
184     {SPELL, "spell", "spells", 0, 0},
185     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
186     {CONVERTER, "converter", "converters", 0, 0},
187     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
188     {POISONING, "poisoning", "poisonings", 0, 0},
189     {SAVEBED, "savebed", "savebeds", 0, 0},
190     {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
191     {FIREHOLES, "fireholes", "fireholes", 0, 0},
192     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
193     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
194     {DIRECTOR, "director", "directors", 0, 0},
195     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
196     {FORCE, "force", "forces", 0, 0},
197     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
198     {CLOSE_CON, "closed container", "closed container", 0, 0},
199     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
200     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
201     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
202     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
203     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
204     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
205     {MENU, "inventory list", "inventory lists", 0, 0},
206     {RUNE, "rune", "runes", 0, 0},
207     {TRAP, "trap", "traps", 0, 0},
208     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
209     {CORPSE, "corpse", "corpses", 0, 0},
210     {DISEASE, "disease", "diseases", 0, 0},
211     {SYMPTOM, "symptom", "symptoms", 0, 0},
212     {BUILDER, "item builder", "item builders", 0, 0},
213     {MATERIAL, "building material", "building materials", 0, 0},
214     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
215 elmex 1.1 };
216    
217 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
218 elmex 1.1
219     materialtype_t *materialt;
220    
221     /*
222     materialtype material[NROFMATERIALS] = {
223     * P M F E C C A D W G P S P T F C D D C C G H B I *
224     * H A I L O O C R E H O L A U E A E E H O O O L N *
225     * Y G R E L N I A A O I O R R A N P A A U D L I T *
226     * S I E C D F D I P S S W A N R C L T O N Y N R *
227     * I C T U N O T O L E E H S T P D N *
228     {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
229     {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
230     {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
231     {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
232     {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
233     {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
234     {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
235     {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
236     {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
237     {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
238     {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
239     {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
240     {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
241     };
242     */
243    
244     /* This curve may be too steep. But the point is that there should
245     * be tough choices - there is no real point to this if everyone can
246     * wear whatever they want with no worries. Perhaps having the steep
247     * curve is good (maybe even steeper), but allowing players to
248     * have 2 * level instead. Ideally, top level characters should only be
249     * able to use 2-3 of the most powerful items.
250     * note that this table is only really used for program generated items -
251     * custom objects can use whatever they want.
252     */
253     static int enc_to_item_power[21] = {
254 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
255     5, 7, 9, 11, 13, /* 10 */
256     15, 18, 21, 24, 27, /* 15 */
257     30, 35, 40, 45, 50 /* 20 */
258 elmex 1.1 };
259    
260 root 1.4 int
261     get_power_from_ench (int ench)
262 elmex 1.1 {
263 root 1.4 if (ench < 0)
264     ench = 0;
265     if (ench > 20)
266     ench = 20;
267     return enc_to_item_power[ench];
268 elmex 1.1 }
269    
270     /* This takes an object 'op' and figures out what its item_power
271     * rating should be. This should only really be used by the treasure
272     * generation code, and when loading legacy objects. It returns
273     * the item_power it calculates.
274     * If flag is 1, we return the number of enchantment, and not the
275     * the power. This is used in the treasure code.
276     */
277 root 1.4 int
278     calc_item_power (const object *op, int flag)
279 elmex 1.1 {
280 root 1.4 int i, tmp, enc;
281 elmex 1.1
282 root 1.4 enc = 0;
283     for (i = 0; i < NUM_STATS; i++)
284     enc += get_attr_value (&op->stats, i);
285    
286     /* This protection logic is pretty flawed. 20% fire resistance
287     * is much more valuable than 20% confusion, or 20% slow, or
288     * several others. Start at 1 - ignore physical - all that normal
289     * armour shouldn't be counted against
290     */
291     tmp = 0;
292     for (i = 1; i < NROFATTACKS; i++)
293     tmp += op->resist[i];
294    
295     /* Add/substract 10 so that the rounding works out right */
296     if (tmp > 0)
297     enc += (tmp + 10) / 20;
298     else if (tmp < 0)
299     enc += (tmp - 10) / 20;
300    
301     enc += op->magic;
302    
303     /* For each attacktype a weapon has, one more encantment. Start at 1 -
304     * physical doesn't count against total.
305     */
306     if (op->type == WEAPON)
307     {
308     for (i = 1; i < NROFATTACKS; i++)
309     if (op->attacktype & (1 << i))
310     enc++;
311     if (op->slaying)
312     enc += 2; /* What it slays is probably more relevent */
313     }
314     /* Items the player can equip */
315     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
316     (op->type == SHIELD) || (op->type == RING) ||
317     (op->type == BOOTS) || (op->type == GLOVES) ||
318     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
319     {
320     enc += op->stats.food; /* sustenance */
321     enc += op->stats.hp; /* hp regen */
322     enc += op->stats.sp; /* mana regen */
323     enc += op->stats.grace; /* grace regen */
324     enc += op->stats.exp; /* speed bonus */
325     }
326     enc += op->stats.luck;
327    
328     /* Do spell paths now */
329     for (i = 1; i < NRSPELLPATHS; i++)
330     {
331     if (op->path_attuned & (1 << i))
332     enc++;
333     else if (op->path_denied & (1 << i))
334     enc -= 2;
335     else if (op->path_repelled & (1 << i))
336     enc--;
337     }
338    
339     if (QUERY_FLAG (op, FLAG_LIFESAVE))
340     enc += 5;
341     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
342     enc += 3;
343     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
344     enc += 2;
345     if (QUERY_FLAG (op, FLAG_STEALTH))
346     enc += 1;
347     if (QUERY_FLAG (op, FLAG_XRAYS))
348     enc += 2;
349     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
350     enc += 1;
351     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
352     enc += 1;
353 elmex 1.1
354 root 1.4 return get_power_from_ench (enc);
355 elmex 1.1
356     }
357    
358     /* returns the typedata that has a number equal to itemtype, if there
359     * isn't one, returns NULL */
360    
361 root 1.4 const typedata *
362     get_typedata (int itemtype)
363     {
364     int i;
365    
366     for (i = 0; i < item_types_size; i++)
367     if (item_types[i].number == itemtype)
368     return &item_types[i];
369     return NULL;
370 elmex 1.1 }
371    
372     /* returns the typedata that has a name equal to itemtype, if there
373     * isn't one, return the plural name that matches, if there still isn't
374     * one return NULL */
375    
376 root 1.4 const typedata *
377     get_typedata_by_name (const char *name)
378     {
379     int i;
380    
381     for (i = 0; i < item_types_size; i++)
382     if (!strcmp (item_types[i].name, name))
383     return &item_types[i];
384     for (i = 0; i < item_types_size; i++)
385     if (!strcmp (item_types[i].name_pl, name))
386     {
387     LOG (llevInfo,
388     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
389     return &item_types[i];
390     }
391     return NULL;
392 elmex 1.1 }
393 root 1.4
394 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
395     * returns a static array of the description. This can return
396     * a big buffer.
397     * if newline is true, we don't put parens around the description
398     * but do put a newline at the end. Useful when dumping to files
399     */
400 root 1.4 char *
401     describe_resistance (const object *op, int newline)
402 elmex 1.1 {
403 root 1.4 static char buf[VERY_BIG_BUF];
404     char buf1[VERY_BIG_BUF];
405     int tmpvar;
406    
407     buf[0] = 0;
408     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
409     {
410     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
411     {
412     if (!newline)
413     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
414     else
415     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
416 elmex 1.1
417 root 1.4 strcat (buf, buf1);
418     }
419 elmex 1.1 }
420 root 1.4 return buf;
421 elmex 1.1 }
422    
423    
424     /*
425     * query_weight(object) returns a character pointer to a static buffer
426     * containing the text-representation of the weight of the given object.
427     * The buffer will be overwritten by the next call to query_weight().
428     */
429    
430 root 1.4 char *
431     query_weight (const object *op)
432     {
433 elmex 1.1 static char buf[10];
434 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
435 elmex 1.1
436 root 1.4 if (op->weight < 0)
437 elmex 1.1 return " ";
438 root 1.4 if (i % 1000)
439     sprintf (buf, "%6.1f", i / 1000.0);
440 elmex 1.1 else
441 root 1.4 sprintf (buf, "%4d ", i / 1000);
442 elmex 1.1 return buf;
443     }
444    
445     /*
446     * Returns the pointer to a static buffer containing
447     * the number requested (of the form first, second, third...)
448     */
449    
450 root 1.4 char *
451     get_levelnumber (int i)
452     {
453 elmex 1.1 static char buf[MAX_BUF];
454 root 1.4
455     if (i > 99)
456     {
457     sprintf (buf, "%d.", i);
458     return buf;
459     }
460     if (i < 21)
461 elmex 1.1 return levelnumbers[i];
462 root 1.4 if (!(i % 10))
463     return levelnumbers_10[i / 10];
464     strcpy (buf, numbers_10[i / 10]);
465     strcat (buf, levelnumbers[i % 10]);
466 elmex 1.1 return buf;
467     }
468    
469    
470     /*
471     * get_number(integer) returns the text-representation of the given number
472     * in a static buffer. The buffer might be overwritten at the next
473     * call to get_number().
474     * It is currently only used by the query_name() function.
475     */
476    
477 root 1.4 char *
478     get_number (int i)
479     {
480     if (i <= 20)
481 elmex 1.1 return numbers[i];
482 root 1.4 else
483     {
484     static char buf[MAX_BUF];
485    
486     sprintf (buf, "%d", i);
487     return buf;
488     }
489 elmex 1.1 }
490    
491     /*
492     * Returns pointer to static buffer containing ring's or amulet's
493     * abilities
494     * These are taken from old query_name(), but it would work better
495     * if describle_item() would be called to get this information and
496     * caller would handle FULL_RING_DESCRIPTION definition.
497     * Or make FULL_RING_DESCRIPTION standard part of a game and let
498     * client handle names.
499     */
500 root 1.4
501 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
502     * from stats.sp - b.t.
503     */
504 root 1.4 char *
505     ring_desc (const object *op)
506 elmex 1.1 {
507 root 1.4 static char buf[VERY_BIG_BUF];
508     int attr, val, len;
509 elmex 1.1
510 root 1.4 buf[0] = 0;
511 elmex 1.1
512 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
513 elmex 1.1 return buf;
514 root 1.4
515     for (attr = 0; attr < NUM_STATS; attr++)
516     {
517     if ((val = get_attr_value (&(op->stats), attr)) != 0)
518     {
519     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
520     }
521     }
522     if (op->stats.exp)
523     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
524     if (op->stats.wc)
525     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
526     if (op->stats.dam)
527     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
528     if (op->stats.ac)
529     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
530    
531     strcat (buf, describe_resistance (op, 0));
532    
533     if (op->stats.food != 0)
534     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
535     /* else if (op->stats.food < 0)
536     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
537     if (op->stats.grace)
538     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
539     if (op->stats.sp && op->type != SKILL)
540     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
541     if (op->stats.hp)
542     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
543     if (op->stats.luck)
544     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
545     if (QUERY_FLAG (op, FLAG_LIFESAVE))
546     strcat (buf, "(lifesaving)");
547     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
548     strcat (buf, "(reflect spells)");
549     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
550     strcat (buf, "(reflect missiles)");
551     if (QUERY_FLAG (op, FLAG_STEALTH))
552     strcat (buf, "(stealth)");
553     /* Shorten some of the names, so they appear better in the windows */
554     len = strlen (buf);
555     DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
556     DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
557     DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
558    
559     /* if(op->item_power)
560     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
561     */
562     if (buf[0] == 0 && op->type != SKILL)
563     strcpy (buf, "of adornment");
564    
565    
566     return buf;
567 elmex 1.1 }
568    
569     /*
570     * query_short_name(object) is similar to query_name, but doesn't
571     * contain any information about object status (worn/cursed/etc.)
572     */
573 root 1.4 const char *
574     query_short_name (const object *op)
575 elmex 1.1 {
576 root 1.4 static char buf[HUGE_BUF];
577     char buf2[HUGE_BUF];
578     int len = 0;
579    
580     if (op->name == NULL)
581     return "(null)";
582 root 1.5
583 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
584     return op->name; /* To speed things up (or make things slower?) */
585    
586     if (op->nrof <= 1)
587     safe_strcat (buf, op->name, &len, HUGE_BUF);
588     else
589     safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
590    
591     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
592     {
593     safe_strcat (buf, " ", &len, HUGE_BUF);
594     safe_strcat (buf, op->title, &len, HUGE_BUF);
595 elmex 1.1 }
596    
597 root 1.4 switch (op->type)
598     {
599 root 1.2 case SPELLBOOK:
600     case SCROLL:
601     case WAND:
602     case ROD:
603 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
604     {
605     if (!op->title)
606     {
607     safe_strcat (buf, " of ", &len, HUGE_BUF);
608     if (op->inv)
609     safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
610     else
611     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
612 root 1.2 }
613 root 1.4 if (op->type != SPELLBOOK)
614     {
615     sprintf (buf2, " (lvl %d)", op->level);
616     safe_strcat (buf, buf2, &len, HUGE_BUF);
617 root 1.2 }
618     }
619 root 1.4 break;
620 elmex 1.1
621 root 1.4 case SKILL:
622     case AMULET:
623     case RING:
624     if (!op->title)
625     {
626     /* If ring has a title, full description isn't so useful */
627     char *s = ring_desc (op);
628    
629     if (s[0])
630     {
631     safe_strcat (buf, " ", &len, HUGE_BUF);
632     safe_strcat (buf, s, &len, HUGE_BUF);
633     }
634     }
635     break;
636     default:
637     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
638     {
639     sprintf (buf2, " %+d", op->magic);
640     safe_strcat (buf, buf2, &len, HUGE_BUF);
641 root 1.2 }
642 elmex 1.1 }
643 root 1.4 return buf;
644 elmex 1.1 }
645    
646     /*
647     * query_name(object) returns a character pointer pointing to a static
648     * buffer which contains a verbose textual representation of the name
649     * of the given object.
650     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
651     * you can make several calls to query_name before the bufs start getting
652     * overwritten. This may be a bad thing (it may be easier to assume the value
653     * returned is good forever.) However, it makes printing statements that
654     * use several names much easier (don't need to store them to temp variables.)
655     *
656     */
657 root 1.4 char *
658     query_name (const object *op)
659     {
660     static char buf[5][HUGE_BUF];
661     static int use_buf = 0;
662     int len = 0;
663    
664 elmex 1.1 #ifdef NEW_MATERIAL_CODE
665 root 1.4 materialtype_t *mt;
666 elmex 1.1 #endif
667    
668 root 1.4 use_buf++;
669     use_buf %= 5;
670 elmex 1.1
671     #ifdef NEW_MATERIAL_CODE
672 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
673 root 1.4 {
674     mt = name_to_material (op->materialname);
675     if (mt)
676     {
677     safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
678     safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
679 root 1.2 }
680 elmex 1.1 }
681     #endif
682    
683 root 1.4 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
684 elmex 1.1
685 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
686     safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
687     if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
688     safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
689    
690     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
691     {
692     if (QUERY_FLAG (op, FLAG_DAMNED))
693     safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
694     else if (QUERY_FLAG (op, FLAG_CURSED))
695     safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
696     }
697     /* Basically, if the object is known magical (detect magic spell on it),
698     * and it isn't identified, print out the fact that
699     * it is magical. Assume that the detect magical spell will only set
700     * KNOWN_MAGICAL if the item actually is magical.
701     *
702     * Changed in V 0.91.4 - still print that the object is magical even
703     * if it has been applied. Equipping an item does not tell full
704     * abilities, especially for artifact items.
705     */
706     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
707     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
708 elmex 1.1
709     #if 0
710 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
711     * be returned in the name.
712     */
713     if (op->item_power)
714     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
715 elmex 1.1
716     #endif
717    
718 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
719     {
720     switch (op->type)
721     {
722     case BOW:
723     case WAND:
724     case ROD:
725     case HORN:
726     safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
727     break;
728     case WEAPON:
729     safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
730     break;
731     case ARMOUR:
732     case HELMET:
733     case SHIELD:
734     case RING:
735     case BOOTS:
736     case GLOVES:
737     case AMULET:
738     case GIRDLE:
739     case BRACERS:
740     case CLOAK:
741     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
742     break;
743     case CONTAINER:
744     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
745     break;
746     case SKILL:
747     default:
748     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
749 root 1.2 }
750 elmex 1.1 }
751 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
752     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
753 elmex 1.1
754 root 1.4 return buf[use_buf];
755 elmex 1.1 }
756    
757     /*
758     * query_base_name(object) returns a character pointer pointing to a static
759     * buffer which contains a verbose textual representation of the name
760     * of the given object. The buffer will be overwritten at the next
761     * call to query_base_name(). This is a lot like query_name, but we
762     * don't include the item count or item status. Used for inventory sorting
763     * and sending to client.
764     * If plural is set, we generate the plural name of this.
765     */
766 root 1.4 const char *
767     query_base_name (const object *op, int plural)
768     {
769     static char buf[MAX_BUF], buf2[MAX_BUF];
770     int len;
771     materialtype_t *mt;
772 elmex 1.1
773 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
774     return "(null)";
775 elmex 1.1
776 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
777     return op->name; /* To speed things up (or make things slower?) */
778 elmex 1.1
779 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
780 root 1.4 mt = name_to_material (op->materialname);
781 elmex 1.1
782     #ifdef NEW_MATERIAL_CODE
783 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
784 root 1.4 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
785     {
786     strcpy (buf, mt->description);
787     len = strlen (buf);
788     safe_strcat (buf, " ", &len, MAX_BUF);
789     if (!plural)
790     safe_strcat (buf, op->name, &len, MAX_BUF);
791     else
792     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
793     }
794     else
795     {
796 elmex 1.1 #endif
797 root 1.4 if (!plural)
798     strcpy (buf, op->name);
799     else
800     strcpy (buf, op->name_pl);
801     len = strlen (buf);
802 elmex 1.1 #ifdef NEW_MATERIAL_CODE
803     }
804     #endif
805    
806 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
807     {
808     safe_strcat (buf, " ", &len, MAX_BUF);
809     safe_strcat (buf, op->title, &len, MAX_BUF);
810 elmex 1.1 }
811    
812 root 1.4 switch (op->type)
813     {
814 root 1.2 case SPELLBOOK:
815     case SCROLL:
816     case WAND:
817     case ROD:
818 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
819     {
820     if (!op->title)
821     {
822     safe_strcat (buf, " of ", &len, MAX_BUF);
823     if (op->inv)
824     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
825     else
826     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
827 root 1.2 }
828 root 1.4 if (op->type != SPELLBOOK)
829     {
830     sprintf (buf2, " (lvl %d)", op->level);
831     safe_strcat (buf, buf2, &len, MAX_BUF);
832 root 1.2 }
833     }
834 root 1.4 break;
835 elmex 1.1
836    
837 root 1.4 case SKILL:
838     case AMULET:
839     case RING:
840     if (!op->title)
841     {
842     /* If ring has a title, full description isn't so useful */
843     char *s = ring_desc (op);
844    
845     if (s[0])
846     {
847     safe_strcat (buf, " ", &len, MAX_BUF);
848     safe_strcat (buf, s, &len, MAX_BUF);
849     }
850     }
851     break;
852     default:
853     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
854     {
855     sprintf (buf + strlen (buf), " %+d", op->magic);
856 root 1.2 }
857 elmex 1.1 }
858 root 1.4 return buf;
859 elmex 1.1 }
860    
861     /* Break this off from describe_item - that function was way
862     * too long, making it difficult to read. This function deals
863     * with describing the monsters & players abilities. It should only
864     * be called with monster & player objects. Returns a description
865     * in a static buffer.
866     */
867    
868 root 1.4 static char *
869     describe_monster (const object *op)
870     {
871     char buf[MAX_BUF];
872     static char retbuf[VERY_BIG_BUF];
873     int i;
874    
875     retbuf[0] = '\0';
876    
877     /* Note that the resolution this provides for players really isn't
878     * very good. Any player with a speed greater than .67 will
879     * fall into the 'lightning fast movement' category.
880     */
881     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
882     {
883     switch ((int) ((FABS (op->speed)) * 15))
884     {
885 root 1.2 case 0:
886 root 1.4 strcat (retbuf, "(very slow movement)");
887     break;
888 root 1.2 case 1:
889 root 1.4 strcat (retbuf, "(slow movement)");
890     break;
891 root 1.2 case 2:
892 root 1.4 strcat (retbuf, "(normal movement)");
893     break;
894 root 1.2 case 3:
895     case 4:
896 root 1.4 strcat (retbuf, "(fast movement)");
897     break;
898 root 1.2 case 5:
899     case 6:
900 root 1.4 strcat (retbuf, "(very fast movement)");
901     break;
902 root 1.2 case 7:
903     case 8:
904     case 9:
905     case 10:
906 root 1.4 strcat (retbuf, "(extremely fast movement)");
907     break;
908 root 1.2 default:
909 root 1.4 strcat (retbuf, "(lightning fast movement)");
910     break;
911 root 1.2 }
912 elmex 1.1 }
913 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
914     strcat (retbuf, "(undead)");
915     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
916     strcat (retbuf, "(see invisible)");
917     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
918     strcat (retbuf, "(wield weapon)");
919     if (QUERY_FLAG (op, FLAG_USE_BOW))
920     strcat (retbuf, "(archer)");
921     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
922     strcat (retbuf, "(wear armour)");
923     if (QUERY_FLAG (op, FLAG_USE_RING))
924     strcat (retbuf, "(wear ring)");
925     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
926     strcat (retbuf, "(read scroll)");
927     if (QUERY_FLAG (op, FLAG_USE_RANGE))
928     strcat (retbuf, "(fires wand/rod/horn)");
929     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
930     strcat (retbuf, "(skill user)");
931     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
932     strcat (retbuf, "(spellcaster)");
933     if (QUERY_FLAG (op, FLAG_FRIENDLY))
934     strcat (retbuf, "(friendly)");
935     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
936     strcat (retbuf, "(unaggressive)");
937     if (QUERY_FLAG (op, FLAG_HITBACK))
938     strcat (retbuf, "(hitback)");
939     if (QUERY_FLAG (op, FLAG_STEALTH))
940     strcat (retbuf, "(stealthy)");
941     if (op->randomitems != NULL)
942     {
943     treasure *t;
944     int first = 1;
945    
946     for (t = op->randomitems->items; t != NULL; t = t->next)
947     if (t->item && (t->item->clone.type == SPELL))
948     {
949     if (first)
950     {
951     first = 0;
952     strcat (retbuf, "(Spell abilities:)");
953     }
954     strcat (retbuf, "(");
955     strcat (retbuf, t->item->clone.name);
956     strcat (retbuf, ")");
957     }
958     }
959     if (op->type == PLAYER)
960     {
961     if (op->contr->digestion)
962     {
963     if (op->contr->digestion != 0)
964     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
965     strcat (retbuf, buf);
966     }
967     if (op->contr->gen_grace)
968     {
969     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
970     strcat (retbuf, buf);
971     }
972     if (op->contr->gen_sp)
973     {
974     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
975     strcat (retbuf, buf);
976     }
977     if (op->contr->gen_hp)
978     {
979     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
980     strcat (retbuf, buf);
981     }
982     if (op->stats.luck)
983     {
984     sprintf (buf, "(luck%+d)", op->stats.luck);
985     strcat (retbuf, buf);
986     }
987 elmex 1.1 }
988 root 1.4
989     /* describe attacktypes */
990     if (is_dragon_pl (op))
991     {
992     /* for dragon players display the attacktypes from clawing skill
993     * Break apart the for loop - move the comparison checking down -
994     * this makes it more readable.
995     */
996     object *tmp;
997    
998     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
999     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1000     break;
1001    
1002     if (tmp && tmp->attacktype != 0)
1003     {
1004     DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1005     }
1006     else
1007     {
1008     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1009 root 1.2 }
1010 elmex 1.1 }
1011 root 1.4 else
1012     {
1013     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1014     }
1015     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1016     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1017     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1018     for (i = 0; i < NROFATTACKS; i++)
1019     {
1020     if (op->resist[i])
1021     {
1022     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1023     strcat (retbuf, buf);
1024 root 1.2 }
1025 elmex 1.1 }
1026 root 1.4 return retbuf;
1027 elmex 1.1 }
1028    
1029    
1030     /*
1031     * Returns a pointer to a static buffer which contains a
1032     * description of the given object.
1033     * If it is a monster, lots of information about its abilities
1034     * will be returned.
1035     * If it is an item, lots of information about which abilities
1036     * will be gained about its user will be returned.
1037     * If it is a player, it writes out the current abilities
1038     * of the player, which is usually gained by the items applied.
1039     * It would be really handy to actually pass another object
1040     * pointer on who is examining this object. Then, you could reveal
1041     * certain information depending on what the examiner knows, eg,
1042     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1043     * a dragon player examining food. Could have things like
1044     * a dwarven axe, in which the full abilities are only known to
1045     * dwarves, etc.
1046     *
1047     * This function is really much more complicated than it should
1048     * be, because different objects have different meanings
1049     * for the same field (eg, wands use 'food' for charges). This
1050     * means these special cases need to be worked out.
1051     *
1052     * Add 'owner' who is the person examining this object.
1053     * owner can be null if no one is being associated with this
1054     * item (eg, debug dump or the like)
1055     */
1056    
1057 root 1.4 char *
1058     describe_item (const object *op, object *owner)
1059     {
1060     char buf[MAX_BUF];
1061     static char retbuf[VERY_BIG_BUF];
1062     int identified, i;
1063    
1064     retbuf[0] = '\0';
1065     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1066     {
1067     return describe_monster (op);
1068     }
1069     /* figure this out once, instead of making multiple calls to need_identify.
1070     * also makes the code easier to read.
1071     */
1072     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1073     identified = 1;
1074     else
1075     {
1076     strcpy (retbuf, "(unidentified)");
1077     identified = 0;
1078 elmex 1.1 }
1079 root 1.4 switch (op->type)
1080     {
1081 root 1.2 case BOW:
1082     case ARROW:
1083     case WAND:
1084     case ROD:
1085     case HORN:
1086     case WEAPON:
1087     case ARMOUR:
1088     case HELMET:
1089     case SHIELD:
1090     case BOOTS:
1091     case GLOVES:
1092     case GIRDLE:
1093     case BRACERS:
1094     case CLOAK:
1095     case SKILL_TOOL:
1096 root 1.4 break; /* We have more information to do below this switch */
1097 root 1.2
1098     case POWER_CRYSTAL:
1099 root 1.4 if (op->stats.maxsp > 1000)
1100     { /*higher capacity crystals */
1101     i = (op->stats.maxsp % 100) / 10;
1102     if (i)
1103     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1104     else
1105     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1106     }
1107     else
1108     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1109     strcat (retbuf, buf);
1110     i = (op->stats.sp * 10) / op->stats.maxsp;
1111     if (op->stats.sp == 0)
1112     strcat (retbuf, "empty.");
1113     else if (i == 0)
1114     strcat (retbuf, "almost empty.");
1115     else if (i < 3)
1116     strcat (retbuf, "partially filled.");
1117     else if (i < 6)
1118     strcat (retbuf, "half full.");
1119     else if (i < 9)
1120     strcat (retbuf, "well charged.");
1121     else if (op->stats.sp == op->stats.maxsp)
1122     strcat (retbuf, "fully charged.");
1123     else
1124     strcat (retbuf, "almost full.");
1125     break;
1126 root 1.2 case FOOD:
1127     case FLESH:
1128     case DRINK:
1129 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1130     {
1131     sprintf (buf, "(food+%d)", op->stats.food);
1132     strcat (retbuf, buf);
1133    
1134     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1135     {
1136     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1137     strcat (retbuf, buf);
1138 root 1.2 }
1139 root 1.4
1140     if (!QUERY_FLAG (op, FLAG_CURSED))
1141     {
1142     if (op->stats.hp)
1143     strcat (retbuf, "(heals)");
1144     if (op->stats.sp)
1145     strcat (retbuf, "(spellpoint regen)");
1146 root 1.2 }
1147 root 1.4 else
1148     {
1149     if (op->stats.hp)
1150     strcat (retbuf, "(damages)");
1151     if (op->stats.sp)
1152     strcat (retbuf, "(spellpoint depletion)");
1153 root 1.2 }
1154     }
1155 root 1.4 break;
1156 root 1.2
1157    
1158     case SKILL:
1159     case RING:
1160     case AMULET:
1161 root 1.4 if (op->item_power)
1162     {
1163     sprintf (buf, "(item_power %+d)", op->item_power);
1164     strcat (retbuf, buf);
1165 root 1.2 }
1166 root 1.4 if (op->title)
1167     strcat (retbuf, ring_desc (op));
1168     return retbuf;
1169 elmex 1.1
1170 root 1.2 default:
1171 root 1.4 return retbuf;
1172 elmex 1.1 }
1173    
1174 root 1.4 /* Down here, we more further describe equipment type items.
1175     * only describe them if they have been identified or the like.
1176     */
1177     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1178     {
1179     int attr, val;
1180    
1181     for (attr = 0; attr < NUM_STATS; attr++)
1182     {
1183     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1184     {
1185     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1186     strcat (retbuf, buf);
1187 root 1.2 }
1188     }
1189    
1190 root 1.4 if (op->stats.exp)
1191     {
1192     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1193     strcat (retbuf, buf);
1194 root 1.2 }
1195    
1196    
1197 root 1.4 switch (op->type)
1198     {
1199 root 1.2 case BOW:
1200     case ARROW:
1201     case GIRDLE:
1202     case HELMET:
1203     case SHIELD:
1204     case BOOTS:
1205     case GLOVES:
1206     case WEAPON:
1207     case SKILL:
1208     case RING:
1209     case AMULET:
1210     case ARMOUR:
1211     case BRACERS:
1212     case FORCE:
1213     case CLOAK:
1214 root 1.4 if (op->stats.wc)
1215     {
1216     sprintf (buf, "(wc%+d)", op->stats.wc);
1217     strcat (retbuf, buf);
1218 root 1.2 }
1219 root 1.4 if (op->stats.dam)
1220     {
1221     sprintf (buf, "(dam%+d)", op->stats.dam);
1222     strcat (retbuf, buf);
1223 root 1.2 }
1224 root 1.4 if (op->stats.ac)
1225     {
1226     sprintf (buf, "(ac%+d)", op->stats.ac);
1227     strcat (retbuf, buf);
1228 root 1.2 }
1229 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1230     {
1231     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1232     strcat (retbuf, buf);
1233 root 1.2 }
1234 root 1.4 break;
1235 root 1.2
1236 root 1.4 default:
1237     break;
1238 root 1.2 }
1239 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1240     strcat (retbuf, "(xray-vision)");
1241     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1242     strcat (retbuf, "(infravision)");
1243    
1244     /* levitate was what is was before, so we'll keep it */
1245     if (op->move_type & MOVE_FLY_LOW)
1246     strcat (retbuf, "(levitate)");
1247    
1248     if (op->move_type & MOVE_FLY_HIGH)
1249     strcat (retbuf, "(fly)");
1250    
1251     if (op->move_type & MOVE_SWIM)
1252     strcat (retbuf, "(swim)");
1253    
1254     /* walking is presumed as 'normal', so doesn't need mentioning */
1255    
1256     if (op->item_power)
1257     {
1258     sprintf (buf, "(item_power %+d)", op->item_power);
1259     strcat (retbuf, buf);
1260     }
1261     } /* End if identified or applied */
1262    
1263     /* This blocks only deals with fully identified object.
1264     * it is intentional that this is not an 'else' from a above -
1265     * in this way, information is added.
1266     */
1267     if (identified)
1268     {
1269     int more_info = 0;
1270    
1271     switch (op->type)
1272     {
1273     case ROD: /* These use stats.sp for spell selection and stats.food */
1274     case HORN: /* and stats.hp for spell-point regeneration... */
1275 root 1.2 case BOW:
1276     case ARROW:
1277     case WAND:
1278     case FOOD:
1279     case FLESH:
1280     case DRINK:
1281 root 1.4 more_info = 0;
1282     break;
1283 root 1.2
1284 root 1.4 /* Armor type objects */
1285 root 1.2 case ARMOUR:
1286     case HELMET:
1287     case SHIELD:
1288     case BOOTS:
1289     case GLOVES:
1290     case GIRDLE:
1291     case BRACERS:
1292     case CLOAK:
1293 root 1.4 if (ARMOUR_SPEED (op))
1294     {
1295     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1296     strcat (retbuf, buf);
1297 root 1.2 }
1298 root 1.4 if (ARMOUR_SPELLS (op))
1299     {
1300     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1301     strcat (retbuf, buf);
1302 root 1.2 }
1303 root 1.4 more_info = 1;
1304     break;
1305 root 1.2
1306     case WEAPON:
1307 root 1.4 /* Calculate it the same way fix_player does so the results
1308     * make sense.
1309     */
1310     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1311     if (i < 0)
1312     i = 0;
1313    
1314     sprintf (buf, "(weapon speed %d)", i);
1315     strcat (retbuf, buf);
1316     more_info = 1;
1317     break;
1318    
1319     }
1320     if (more_info)
1321     {
1322     if (op->stats.food)
1323     {
1324     if (op->stats.food != 0)
1325     sprintf (buf, "(sustenance%+d)", op->stats.food);
1326     strcat (retbuf, buf);
1327 root 1.2 }
1328 root 1.4 if (op->stats.grace)
1329     {
1330     sprintf (buf, "(grace%+d)", op->stats.grace);
1331     strcat (retbuf, buf);
1332 root 1.2 }
1333 root 1.4 if (op->stats.sp)
1334     {
1335     sprintf (buf, "(magic%+d)", op->stats.sp);
1336     strcat (retbuf, buf);
1337 root 1.2 }
1338 root 1.4 if (op->stats.hp)
1339     {
1340     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1341     strcat (retbuf, buf);
1342 root 1.2 }
1343     }
1344    
1345 root 1.4 if (op->stats.luck)
1346     {
1347     sprintf (buf, "(luck%+d)", op->stats.luck);
1348     strcat (retbuf, buf);
1349     }
1350     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1351     strcat (retbuf, "(lifesaving)");
1352     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1353     strcat (retbuf, "(reflect spells)");
1354     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1355     strcat (retbuf, "(reflect missiles)");
1356     if (QUERY_FLAG (op, FLAG_STEALTH))
1357     strcat (retbuf, "(stealth)");
1358     if (op->slaying != NULL && op->type != FOOD)
1359     {
1360     sprintf (buf, "(slay %s)", &op->slaying);
1361     strcat (retbuf, buf);
1362     }
1363     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1364     /* resistance on flesh is only visible for quetzals. If
1365     * non flesh, everyone can see its resistances
1366     */
1367     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1368     strcat (retbuf, describe_resistance (op, 0));
1369     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1370     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1371     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1372 elmex 1.1 }
1373    
1374 root 1.4 return retbuf;
1375 elmex 1.1 }
1376    
1377     /* Return true if the item is magical. A magical item is one that
1378     * increases/decreases any abilities, provides a resistance,
1379     * has a generic magical bonus, or is an artifact.
1380     * This function is used by detect_magic to determine if an item
1381     * should be marked as magical.
1382     */
1383    
1384 root 1.4 int
1385     is_magical (const object *op)
1386     {
1387     int i;
1388 elmex 1.1
1389 root 1.4 /* living creatures are considered non magical */
1390     if (QUERY_FLAG (op, FLAG_ALIVE))
1391     return 0;
1392 elmex 1.1
1393 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1394     if (op->title != NULL)
1395     return 1;
1396    
1397     /* Handle rings and amulets specially. If they change any of these
1398     * values, it means they are magical.
1399     */
1400     if ((op->type == AMULET || op->type == RING) &&
1401     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1402     return 1;
1403    
1404     /* Check for stealty, speed, flying, or just plain magic in the boots */
1405     /* Presume any boots that hvae a move_type are special. */
1406     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1407     return 1;
1408    
1409     /* Take care of amulet/shield that reflects spells/missiles */
1410     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1411     return 1;
1412    
1413     /* Take care of helmet of xrays */
1414     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1415     return 1;
1416    
1417     /* Potions & rods are always magical. Wands/staves are also magical,
1418     * assuming they still have any charges left.
1419     */
1420     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1421     return 1;
1422    
1423     /* if something gives a protection, either positive or negative, its magical */
1424     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1425     * so this always works out fine.
1426     */
1427     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1428     if (op->resist[i])
1429     return 1;
1430    
1431     /* Physical protection is expected on some item types, so they should
1432     * not be considered magical.
1433     */
1434     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1435     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1436     return 1;
1437    
1438     /* power crystal, spellbooks, and scrolls are always magical. */
1439     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1440     return 1;
1441    
1442     /* Check to see if it increases/decreases any stats */
1443     for (i = 0; i < NUM_STATS; i++)
1444     if (get_attr_value (&(op->stats), i) != 0)
1445     return 1;
1446    
1447     /* If it doesn't fall into any of the above categories, must
1448     * be non magical.
1449     */
1450     return 0;
1451 elmex 1.1 }
1452    
1453     /* need_identify returns true if the item should be identified. This
1454     * function really should not exist - by default, any item not identified
1455     * should need it.
1456     */
1457    
1458 root 1.4 int
1459     need_identify (const object *op)
1460     {
1461     switch (op->type)
1462     {
1463 root 1.2 case RING:
1464     case WAND:
1465     case ROD:
1466     case HORN:
1467     case SCROLL:
1468     case SKILL:
1469     case SKILLSCROLL:
1470     case SPELLBOOK:
1471     case FOOD:
1472     case POTION:
1473     case BOW:
1474     case ARROW:
1475     case WEAPON:
1476     case ARMOUR:
1477     case SHIELD:
1478     case HELMET:
1479     case AMULET:
1480     case BOOTS:
1481     case GLOVES:
1482     case BRACERS:
1483     case GIRDLE:
1484     case CONTAINER:
1485     case DRINK:
1486     case FLESH:
1487     case INORGANIC:
1488     case CLOSE_CON:
1489     case CLOAK:
1490     case GEM:
1491     case POWER_CRYSTAL:
1492     case POISON:
1493     case BOOK:
1494     case SKILL_TOOL:
1495 root 1.4 return 1;
1496 elmex 1.1 }
1497 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1498     * archetype file can be updated, and this function removed.
1499     */
1500 elmex 1.1 #if 0
1501 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1502 elmex 1.1 #endif
1503 root 1.4 return 0;
1504 elmex 1.1 }
1505    
1506     /*
1507     * Supposed to fix face-values as well here, but later.
1508     */
1509 root 1.4 void
1510     identify (object *op)
1511     {
1512     object *pl;
1513 elmex 1.1
1514 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1515     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1516     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1517    
1518     /*
1519     * We want autojoining of equal objects:
1520     */
1521     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1522     SET_FLAG (op, FLAG_KNOWN_CURSED);
1523    
1524     if (op->type == POTION)
1525     {
1526     if (op->inv && op->randomitems)
1527     op->title = op->inv->name;
1528     else if (op->arch)
1529     {
1530     op->name = op->arch->clone.name;
1531     op->name_pl = op->arch->clone.name_pl;
1532     }
1533 elmex 1.1 }
1534    
1535 root 1.4 /* If the object is on a map, make sure we update its face */
1536     if (op->map)
1537     update_object (op, UP_OBJ_FACE);
1538     else
1539     {
1540 root 1.9 pl = op->in_player ();
1541 root 1.4 if (pl)
1542     /* A lot of the values can change from an update - might as well send
1543     * it all.
1544     */
1545     esrv_send_item (pl, op);
1546 elmex 1.1 }
1547     }
1548 root 1.9