ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.11
Committed: Wed Dec 20 11:20:50 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.10: +0 -1 lines
Log Message:
removed QUEST and LIGHTNING types.

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