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/cvs/deliantra/server/common/item.C
Revision: 1.12
Committed: Wed Dec 20 12:13:48 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.11: +1 -2 lines
Log Message:
removed TRAP_PART, renamed WALL to BUILDABLE_WALL to reflect the usage
of this type these days and fixed generic destroyer not to remove
players and other objects that can crash the server (hopefully).

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 elmex 1.12 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
163 root 1.4 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
164     {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
165     {MONSTER, "monster", "monsters", 0, 0},
166     {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
167     {LAMP, "lamp", "lamps", 0, 0},
168     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169     {TOOL, "tool", "tools", 0, 0},
170     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171     {BUILDFAC, "building facility", "building facilities", 0, 0},
172     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
173     {SPINNER, "spinner", "spinners", 0, 0},
174     {GATE, "gate", "gates", 0, 0},
175     {BUTTON, "button", "buttons", 0, 0},
176     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
177     {HOLE, "hole", "holes", 0, 0},
178     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
179     {SIGN, "sign", "signs", 0, 0},
180     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
181     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
182     {SPELL, "spell", "spells", 0, 0},
183     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
184     {CONVERTER, "converter", "converters", 0, 0},
185     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
186     {POISONING, "poisoning", "poisonings", 0, 0},
187     {SAVEBED, "savebed", "savebeds", 0, 0},
188     {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
189     {FIREHOLES, "fireholes", "fireholes", 0, 0},
190     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
191     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
192     {DIRECTOR, "director", "directors", 0, 0},
193     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
194     {FORCE, "force", "forces", 0, 0},
195     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
196     {CLOSE_CON, "closed container", "closed container", 0, 0},
197     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
198     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
199     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
200     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
201     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
202     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
203     {MENU, "inventory list", "inventory lists", 0, 0},
204     {RUNE, "rune", "runes", 0, 0},
205     {TRAP, "trap", "traps", 0, 0},
206     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
207     {CORPSE, "corpse", "corpses", 0, 0},
208     {DISEASE, "disease", "diseases", 0, 0},
209     {SYMPTOM, "symptom", "symptoms", 0, 0},
210     {BUILDER, "item builder", "item builders", 0, 0},
211     {MATERIAL, "building material", "building materials", 0, 0},
212     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
213 elmex 1.1 };
214    
215 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
216 elmex 1.1
217     materialtype_t *materialt;
218    
219     /*
220     materialtype material[NROFMATERIALS] = {
221     * P M F E C C A D W G P S P T F C D D C C G H B I *
222     * H A I L O O C R E H O L A U E A E E H O O O L N *
223     * Y G R E L N I A A O I O R R A N P A A U D L I T *
224     * S I E C D F D I P S S W A N R C L T O N Y N R *
225     * I C T U N O T O L E E H S T P D N *
226     {"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}},
227     {"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}},
228     {"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}},
229     {"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}},
230     {"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}},
231     {"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}},
232     {"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}},
233     {"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}},
234     {"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}},
235     {"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}},
236     {"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}},
237     {"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}},
238     {"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}}
239     };
240     */
241    
242     /* This curve may be too steep. But the point is that there should
243     * be tough choices - there is no real point to this if everyone can
244     * wear whatever they want with no worries. Perhaps having the steep
245     * curve is good (maybe even steeper), but allowing players to
246     * have 2 * level instead. Ideally, top level characters should only be
247     * able to use 2-3 of the most powerful items.
248     * note that this table is only really used for program generated items -
249     * custom objects can use whatever they want.
250     */
251     static int enc_to_item_power[21] = {
252 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
253     5, 7, 9, 11, 13, /* 10 */
254     15, 18, 21, 24, 27, /* 15 */
255     30, 35, 40, 45, 50 /* 20 */
256 elmex 1.1 };
257    
258 root 1.4 int
259     get_power_from_ench (int ench)
260 elmex 1.1 {
261 root 1.4 if (ench < 0)
262     ench = 0;
263     if (ench > 20)
264     ench = 20;
265     return enc_to_item_power[ench];
266 elmex 1.1 }
267    
268     /* This takes an object 'op' and figures out what its item_power
269     * rating should be. This should only really be used by the treasure
270     * generation code, and when loading legacy objects. It returns
271     * the item_power it calculates.
272     * If flag is 1, we return the number of enchantment, and not the
273     * the power. This is used in the treasure code.
274     */
275 root 1.4 int
276     calc_item_power (const object *op, int flag)
277 elmex 1.1 {
278 root 1.4 int i, tmp, enc;
279 elmex 1.1
280 root 1.4 enc = 0;
281     for (i = 0; i < NUM_STATS; i++)
282     enc += get_attr_value (&op->stats, i);
283    
284     /* This protection logic is pretty flawed. 20% fire resistance
285     * is much more valuable than 20% confusion, or 20% slow, or
286     * several others. Start at 1 - ignore physical - all that normal
287     * armour shouldn't be counted against
288     */
289     tmp = 0;
290     for (i = 1; i < NROFATTACKS; i++)
291     tmp += op->resist[i];
292    
293     /* Add/substract 10 so that the rounding works out right */
294     if (tmp > 0)
295     enc += (tmp + 10) / 20;
296     else if (tmp < 0)
297     enc += (tmp - 10) / 20;
298    
299     enc += op->magic;
300    
301     /* For each attacktype a weapon has, one more encantment. Start at 1 -
302     * physical doesn't count against total.
303     */
304     if (op->type == WEAPON)
305     {
306     for (i = 1; i < NROFATTACKS; i++)
307     if (op->attacktype & (1 << i))
308     enc++;
309     if (op->slaying)
310     enc += 2; /* What it slays is probably more relevent */
311     }
312     /* Items the player can equip */
313     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314     (op->type == SHIELD) || (op->type == RING) ||
315     (op->type == BOOTS) || (op->type == GLOVES) ||
316     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
317     {
318     enc += op->stats.food; /* sustenance */
319     enc += op->stats.hp; /* hp regen */
320     enc += op->stats.sp; /* mana regen */
321     enc += op->stats.grace; /* grace regen */
322     enc += op->stats.exp; /* speed bonus */
323     }
324     enc += op->stats.luck;
325    
326     /* Do spell paths now */
327     for (i = 1; i < NRSPELLPATHS; i++)
328     {
329     if (op->path_attuned & (1 << i))
330     enc++;
331     else if (op->path_denied & (1 << i))
332     enc -= 2;
333     else if (op->path_repelled & (1 << i))
334     enc--;
335     }
336    
337     if (QUERY_FLAG (op, FLAG_LIFESAVE))
338     enc += 5;
339     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
340     enc += 3;
341     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
342     enc += 2;
343     if (QUERY_FLAG (op, FLAG_STEALTH))
344     enc += 1;
345     if (QUERY_FLAG (op, FLAG_XRAYS))
346     enc += 2;
347     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
348     enc += 1;
349     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
350     enc += 1;
351 elmex 1.1
352 root 1.4 return get_power_from_ench (enc);
353 elmex 1.1
354     }
355    
356     /* returns the typedata that has a number equal to itemtype, if there
357     * isn't one, returns NULL */
358    
359 root 1.4 const typedata *
360     get_typedata (int itemtype)
361     {
362     int i;
363    
364     for (i = 0; i < item_types_size; i++)
365     if (item_types[i].number == itemtype)
366     return &item_types[i];
367     return NULL;
368 elmex 1.1 }
369    
370     /* returns the typedata that has a name equal to itemtype, if there
371     * isn't one, return the plural name that matches, if there still isn't
372     * one return NULL */
373    
374 root 1.4 const typedata *
375     get_typedata_by_name (const char *name)
376     {
377     int i;
378    
379     for (i = 0; i < item_types_size; i++)
380     if (!strcmp (item_types[i].name, name))
381     return &item_types[i];
382     for (i = 0; i < item_types_size; i++)
383     if (!strcmp (item_types[i].name_pl, name))
384     {
385     LOG (llevInfo,
386     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
387     return &item_types[i];
388     }
389     return NULL;
390 elmex 1.1 }
391 root 1.4
392 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
393     * returns a static array of the description. This can return
394     * a big buffer.
395     * if newline is true, we don't put parens around the description
396     * but do put a newline at the end. Useful when dumping to files
397     */
398 root 1.4 char *
399     describe_resistance (const object *op, int newline)
400 elmex 1.1 {
401 root 1.4 static char buf[VERY_BIG_BUF];
402     char buf1[VERY_BIG_BUF];
403     int tmpvar;
404    
405     buf[0] = 0;
406     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
407     {
408     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
409     {
410     if (!newline)
411     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
412     else
413     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
414 elmex 1.1
415 root 1.4 strcat (buf, buf1);
416     }
417 elmex 1.1 }
418 root 1.4 return buf;
419 elmex 1.1 }
420    
421    
422     /*
423     * query_weight(object) returns a character pointer to a static buffer
424     * containing the text-representation of the weight of the given object.
425     * The buffer will be overwritten by the next call to query_weight().
426     */
427    
428 root 1.4 char *
429     query_weight (const object *op)
430     {
431 elmex 1.1 static char buf[10];
432 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
433 elmex 1.1
434 root 1.4 if (op->weight < 0)
435 elmex 1.1 return " ";
436 root 1.4 if (i % 1000)
437     sprintf (buf, "%6.1f", i / 1000.0);
438 elmex 1.1 else
439 root 1.4 sprintf (buf, "%4d ", i / 1000);
440 elmex 1.1 return buf;
441     }
442    
443     /*
444     * Returns the pointer to a static buffer containing
445     * the number requested (of the form first, second, third...)
446     */
447    
448 root 1.4 char *
449     get_levelnumber (int i)
450     {
451 elmex 1.1 static char buf[MAX_BUF];
452 root 1.4
453     if (i > 99)
454     {
455     sprintf (buf, "%d.", i);
456     return buf;
457     }
458     if (i < 21)
459 elmex 1.1 return levelnumbers[i];
460 root 1.4 if (!(i % 10))
461     return levelnumbers_10[i / 10];
462     strcpy (buf, numbers_10[i / 10]);
463     strcat (buf, levelnumbers[i % 10]);
464 elmex 1.1 return buf;
465     }
466    
467    
468     /*
469     * get_number(integer) returns the text-representation of the given number
470     * in a static buffer. The buffer might be overwritten at the next
471     * call to get_number().
472     * It is currently only used by the query_name() function.
473     */
474    
475 root 1.4 char *
476     get_number (int i)
477     {
478     if (i <= 20)
479 elmex 1.1 return numbers[i];
480 root 1.4 else
481     {
482     static char buf[MAX_BUF];
483    
484     sprintf (buf, "%d", i);
485     return buf;
486     }
487 elmex 1.1 }
488    
489     /*
490     * Returns pointer to static buffer containing ring's or amulet's
491     * abilities
492     * These are taken from old query_name(), but it would work better
493     * if describle_item() would be called to get this information and
494     * caller would handle FULL_RING_DESCRIPTION definition.
495     * Or make FULL_RING_DESCRIPTION standard part of a game and let
496     * client handle names.
497     */
498 root 1.4
499 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
500     * from stats.sp - b.t.
501     */
502 root 1.4 char *
503     ring_desc (const object *op)
504 elmex 1.1 {
505 root 1.4 static char buf[VERY_BIG_BUF];
506     int attr, val, len;
507 elmex 1.1
508 root 1.4 buf[0] = 0;
509 elmex 1.1
510 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
511 elmex 1.1 return buf;
512 root 1.4
513     for (attr = 0; attr < NUM_STATS; attr++)
514     {
515     if ((val = get_attr_value (&(op->stats), attr)) != 0)
516     {
517     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
518     }
519     }
520     if (op->stats.exp)
521     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
522     if (op->stats.wc)
523     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
524     if (op->stats.dam)
525     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
526     if (op->stats.ac)
527     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
528    
529     strcat (buf, describe_resistance (op, 0));
530    
531     if (op->stats.food != 0)
532     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
533     /* else if (op->stats.food < 0)
534     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
535     if (op->stats.grace)
536     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
537     if (op->stats.sp && op->type != SKILL)
538     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
539     if (op->stats.hp)
540     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
541     if (op->stats.luck)
542     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
543     if (QUERY_FLAG (op, FLAG_LIFESAVE))
544     strcat (buf, "(lifesaving)");
545     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
546     strcat (buf, "(reflect spells)");
547     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
548     strcat (buf, "(reflect missiles)");
549     if (QUERY_FLAG (op, FLAG_STEALTH))
550     strcat (buf, "(stealth)");
551     /* Shorten some of the names, so they appear better in the windows */
552     len = strlen (buf);
553     DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
554     DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
555     DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
556    
557     /* if(op->item_power)
558     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
559     */
560     if (buf[0] == 0 && op->type != SKILL)
561     strcpy (buf, "of adornment");
562    
563    
564     return buf;
565 elmex 1.1 }
566    
567     /*
568     * query_short_name(object) is similar to query_name, but doesn't
569     * contain any information about object status (worn/cursed/etc.)
570     */
571 root 1.4 const char *
572     query_short_name (const object *op)
573 elmex 1.1 {
574 root 1.4 static char buf[HUGE_BUF];
575     char buf2[HUGE_BUF];
576     int len = 0;
577    
578     if (op->name == NULL)
579     return "(null)";
580 root 1.5
581 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
582     return op->name; /* To speed things up (or make things slower?) */
583    
584     if (op->nrof <= 1)
585     safe_strcat (buf, op->name, &len, HUGE_BUF);
586     else
587     safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
588    
589     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
590     {
591     safe_strcat (buf, " ", &len, HUGE_BUF);
592     safe_strcat (buf, op->title, &len, HUGE_BUF);
593 elmex 1.1 }
594    
595 root 1.4 switch (op->type)
596     {
597 root 1.2 case SPELLBOOK:
598     case SCROLL:
599     case WAND:
600     case ROD:
601 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
602     {
603     if (!op->title)
604     {
605     safe_strcat (buf, " of ", &len, HUGE_BUF);
606     if (op->inv)
607     safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
608     else
609     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
610 root 1.2 }
611 root 1.4 if (op->type != SPELLBOOK)
612     {
613     sprintf (buf2, " (lvl %d)", op->level);
614     safe_strcat (buf, buf2, &len, HUGE_BUF);
615 root 1.2 }
616     }
617 root 1.4 break;
618 elmex 1.1
619 root 1.4 case SKILL:
620     case AMULET:
621     case RING:
622     if (!op->title)
623     {
624     /* If ring has a title, full description isn't so useful */
625     char *s = ring_desc (op);
626    
627     if (s[0])
628     {
629     safe_strcat (buf, " ", &len, HUGE_BUF);
630     safe_strcat (buf, s, &len, HUGE_BUF);
631     }
632     }
633     break;
634     default:
635     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
636     {
637     sprintf (buf2, " %+d", op->magic);
638     safe_strcat (buf, buf2, &len, HUGE_BUF);
639 root 1.2 }
640 elmex 1.1 }
641 root 1.4 return buf;
642 elmex 1.1 }
643    
644     /*
645     * query_name(object) returns a character pointer pointing to a static
646     * buffer which contains a verbose textual representation of the name
647     * of the given object.
648     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
649     * you can make several calls to query_name before the bufs start getting
650     * overwritten. This may be a bad thing (it may be easier to assume the value
651     * returned is good forever.) However, it makes printing statements that
652     * use several names much easier (don't need to store them to temp variables.)
653     *
654     */
655 root 1.4 char *
656     query_name (const object *op)
657     {
658     static char buf[5][HUGE_BUF];
659     static int use_buf = 0;
660     int len = 0;
661    
662 elmex 1.1 #ifdef NEW_MATERIAL_CODE
663 root 1.4 materialtype_t *mt;
664 elmex 1.1 #endif
665    
666 root 1.4 use_buf++;
667     use_buf %= 5;
668 elmex 1.1
669     #ifdef NEW_MATERIAL_CODE
670 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
671 root 1.4 {
672     mt = name_to_material (op->materialname);
673     if (mt)
674     {
675     safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
676     safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
677 root 1.2 }
678 elmex 1.1 }
679     #endif
680    
681 root 1.4 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
682 elmex 1.1
683 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
684     safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
685     if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
686     safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
687    
688     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
689     {
690     if (QUERY_FLAG (op, FLAG_DAMNED))
691     safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
692     else if (QUERY_FLAG (op, FLAG_CURSED))
693     safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
694     }
695     /* Basically, if the object is known magical (detect magic spell on it),
696     * and it isn't identified, print out the fact that
697     * it is magical. Assume that the detect magical spell will only set
698     * KNOWN_MAGICAL if the item actually is magical.
699     *
700     * Changed in V 0.91.4 - still print that the object is magical even
701     * if it has been applied. Equipping an item does not tell full
702     * abilities, especially for artifact items.
703     */
704     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
705     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
706 elmex 1.1
707     #if 0
708 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
709     * be returned in the name.
710     */
711     if (op->item_power)
712     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
713 elmex 1.1
714     #endif
715    
716 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
717     {
718     switch (op->type)
719     {
720     case BOW:
721     case WAND:
722     case ROD:
723     case HORN:
724     safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
725     break;
726     case WEAPON:
727     safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
728     break;
729     case ARMOUR:
730     case HELMET:
731     case SHIELD:
732     case RING:
733     case BOOTS:
734     case GLOVES:
735     case AMULET:
736     case GIRDLE:
737     case BRACERS:
738     case CLOAK:
739     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
740     break;
741     case CONTAINER:
742     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
743     break;
744     case SKILL:
745     default:
746     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
747 root 1.2 }
748 elmex 1.1 }
749 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
750     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
751 elmex 1.1
752 root 1.4 return buf[use_buf];
753 elmex 1.1 }
754    
755     /*
756     * query_base_name(object) returns a character pointer pointing to a static
757     * buffer which contains a verbose textual representation of the name
758     * of the given object. The buffer will be overwritten at the next
759     * call to query_base_name(). This is a lot like query_name, but we
760     * don't include the item count or item status. Used for inventory sorting
761     * and sending to client.
762     * If plural is set, we generate the plural name of this.
763     */
764 root 1.4 const char *
765     query_base_name (const object *op, int plural)
766     {
767     static char buf[MAX_BUF], buf2[MAX_BUF];
768     int len;
769     materialtype_t *mt;
770 elmex 1.1
771 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
772     return "(null)";
773 elmex 1.1
774 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
775     return op->name; /* To speed things up (or make things slower?) */
776 elmex 1.1
777 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
778 root 1.4 mt = name_to_material (op->materialname);
779 elmex 1.1
780     #ifdef NEW_MATERIAL_CODE
781 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
782 root 1.4 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
783     {
784     strcpy (buf, mt->description);
785     len = strlen (buf);
786     safe_strcat (buf, " ", &len, MAX_BUF);
787     if (!plural)
788     safe_strcat (buf, op->name, &len, MAX_BUF);
789     else
790     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
791     }
792     else
793     {
794 elmex 1.1 #endif
795 root 1.4 if (!plural)
796     strcpy (buf, op->name);
797     else
798     strcpy (buf, op->name_pl);
799     len = strlen (buf);
800 elmex 1.1 #ifdef NEW_MATERIAL_CODE
801     }
802     #endif
803    
804 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
805     {
806     safe_strcat (buf, " ", &len, MAX_BUF);
807     safe_strcat (buf, op->title, &len, MAX_BUF);
808 elmex 1.1 }
809    
810 root 1.4 switch (op->type)
811     {
812 root 1.2 case SPELLBOOK:
813     case SCROLL:
814     case WAND:
815     case ROD:
816 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
817     {
818     if (!op->title)
819     {
820     safe_strcat (buf, " of ", &len, MAX_BUF);
821     if (op->inv)
822     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
823     else
824     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
825 root 1.2 }
826 root 1.4 if (op->type != SPELLBOOK)
827     {
828     sprintf (buf2, " (lvl %d)", op->level);
829     safe_strcat (buf, buf2, &len, MAX_BUF);
830 root 1.2 }
831     }
832 root 1.4 break;
833 elmex 1.1
834    
835 root 1.4 case SKILL:
836     case AMULET:
837     case RING:
838     if (!op->title)
839     {
840     /* If ring has a title, full description isn't so useful */
841     char *s = ring_desc (op);
842    
843     if (s[0])
844     {
845     safe_strcat (buf, " ", &len, MAX_BUF);
846     safe_strcat (buf, s, &len, MAX_BUF);
847     }
848     }
849     break;
850     default:
851     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
852     {
853     sprintf (buf + strlen (buf), " %+d", op->magic);
854 root 1.2 }
855 elmex 1.1 }
856 root 1.4 return buf;
857 elmex 1.1 }
858    
859     /* Break this off from describe_item - that function was way
860     * too long, making it difficult to read. This function deals
861     * with describing the monsters & players abilities. It should only
862     * be called with monster & player objects. Returns a description
863     * in a static buffer.
864     */
865    
866 root 1.4 static char *
867     describe_monster (const object *op)
868     {
869     char buf[MAX_BUF];
870     static char retbuf[VERY_BIG_BUF];
871     int i;
872    
873     retbuf[0] = '\0';
874    
875     /* Note that the resolution this provides for players really isn't
876     * very good. Any player with a speed greater than .67 will
877     * fall into the 'lightning fast movement' category.
878     */
879     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
880     {
881     switch ((int) ((FABS (op->speed)) * 15))
882     {
883 root 1.2 case 0:
884 root 1.4 strcat (retbuf, "(very slow movement)");
885     break;
886 root 1.2 case 1:
887 root 1.4 strcat (retbuf, "(slow movement)");
888     break;
889 root 1.2 case 2:
890 root 1.4 strcat (retbuf, "(normal movement)");
891     break;
892 root 1.2 case 3:
893     case 4:
894 root 1.4 strcat (retbuf, "(fast movement)");
895     break;
896 root 1.2 case 5:
897     case 6:
898 root 1.4 strcat (retbuf, "(very fast movement)");
899     break;
900 root 1.2 case 7:
901     case 8:
902     case 9:
903     case 10:
904 root 1.4 strcat (retbuf, "(extremely fast movement)");
905     break;
906 root 1.2 default:
907 root 1.4 strcat (retbuf, "(lightning fast movement)");
908     break;
909 root 1.2 }
910 elmex 1.1 }
911 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
912     strcat (retbuf, "(undead)");
913     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
914     strcat (retbuf, "(see invisible)");
915     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
916     strcat (retbuf, "(wield weapon)");
917     if (QUERY_FLAG (op, FLAG_USE_BOW))
918     strcat (retbuf, "(archer)");
919     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
920     strcat (retbuf, "(wear armour)");
921     if (QUERY_FLAG (op, FLAG_USE_RING))
922     strcat (retbuf, "(wear ring)");
923     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
924     strcat (retbuf, "(read scroll)");
925     if (QUERY_FLAG (op, FLAG_USE_RANGE))
926     strcat (retbuf, "(fires wand/rod/horn)");
927     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
928     strcat (retbuf, "(skill user)");
929     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
930     strcat (retbuf, "(spellcaster)");
931     if (QUERY_FLAG (op, FLAG_FRIENDLY))
932     strcat (retbuf, "(friendly)");
933     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
934     strcat (retbuf, "(unaggressive)");
935     if (QUERY_FLAG (op, FLAG_HITBACK))
936     strcat (retbuf, "(hitback)");
937     if (QUERY_FLAG (op, FLAG_STEALTH))
938     strcat (retbuf, "(stealthy)");
939     if (op->randomitems != NULL)
940     {
941     treasure *t;
942     int first = 1;
943    
944     for (t = op->randomitems->items; t != NULL; t = t->next)
945     if (t->item && (t->item->clone.type == SPELL))
946     {
947     if (first)
948     {
949     first = 0;
950     strcat (retbuf, "(Spell abilities:)");
951     }
952     strcat (retbuf, "(");
953     strcat (retbuf, t->item->clone.name);
954     strcat (retbuf, ")");
955     }
956     }
957     if (op->type == PLAYER)
958     {
959     if (op->contr->digestion)
960     {
961     if (op->contr->digestion != 0)
962     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
963     strcat (retbuf, buf);
964     }
965     if (op->contr->gen_grace)
966     {
967     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
968     strcat (retbuf, buf);
969     }
970     if (op->contr->gen_sp)
971     {
972     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
973     strcat (retbuf, buf);
974     }
975     if (op->contr->gen_hp)
976     {
977     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
978     strcat (retbuf, buf);
979     }
980     if (op->stats.luck)
981     {
982     sprintf (buf, "(luck%+d)", op->stats.luck);
983     strcat (retbuf, buf);
984     }
985 elmex 1.1 }
986 root 1.4
987     /* describe attacktypes */
988     if (is_dragon_pl (op))
989     {
990     /* for dragon players display the attacktypes from clawing skill
991     * Break apart the for loop - move the comparison checking down -
992     * this makes it more readable.
993     */
994     object *tmp;
995    
996     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
997     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
998     break;
999    
1000     if (tmp && tmp->attacktype != 0)
1001     {
1002     DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1003     }
1004     else
1005     {
1006     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1007 root 1.2 }
1008 elmex 1.1 }
1009 root 1.4 else
1010     {
1011     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1012     }
1013     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1014     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1015     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1016     for (i = 0; i < NROFATTACKS; i++)
1017     {
1018     if (op->resist[i])
1019     {
1020     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1021     strcat (retbuf, buf);
1022 root 1.2 }
1023 elmex 1.1 }
1024 root 1.4 return retbuf;
1025 elmex 1.1 }
1026    
1027    
1028     /*
1029     * Returns a pointer to a static buffer which contains a
1030     * description of the given object.
1031     * If it is a monster, lots of information about its abilities
1032     * will be returned.
1033     * If it is an item, lots of information about which abilities
1034     * will be gained about its user will be returned.
1035     * If it is a player, it writes out the current abilities
1036     * of the player, which is usually gained by the items applied.
1037     * It would be really handy to actually pass another object
1038     * pointer on who is examining this object. Then, you could reveal
1039     * certain information depending on what the examiner knows, eg,
1040     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1041     * a dragon player examining food. Could have things like
1042     * a dwarven axe, in which the full abilities are only known to
1043     * dwarves, etc.
1044     *
1045     * This function is really much more complicated than it should
1046     * be, because different objects have different meanings
1047     * for the same field (eg, wands use 'food' for charges). This
1048     * means these special cases need to be worked out.
1049     *
1050     * Add 'owner' who is the person examining this object.
1051     * owner can be null if no one is being associated with this
1052     * item (eg, debug dump or the like)
1053     */
1054    
1055 root 1.4 char *
1056     describe_item (const object *op, object *owner)
1057     {
1058     char buf[MAX_BUF];
1059     static char retbuf[VERY_BIG_BUF];
1060     int identified, i;
1061    
1062     retbuf[0] = '\0';
1063     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1064     {
1065     return describe_monster (op);
1066     }
1067     /* figure this out once, instead of making multiple calls to need_identify.
1068     * also makes the code easier to read.
1069     */
1070     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1071     identified = 1;
1072     else
1073     {
1074     strcpy (retbuf, "(unidentified)");
1075     identified = 0;
1076 elmex 1.1 }
1077 root 1.4 switch (op->type)
1078     {
1079 root 1.2 case BOW:
1080     case ARROW:
1081     case WAND:
1082     case ROD:
1083     case HORN:
1084     case WEAPON:
1085     case ARMOUR:
1086     case HELMET:
1087     case SHIELD:
1088     case BOOTS:
1089     case GLOVES:
1090     case GIRDLE:
1091     case BRACERS:
1092     case CLOAK:
1093     case SKILL_TOOL:
1094 root 1.4 break; /* We have more information to do below this switch */
1095 root 1.2
1096     case POWER_CRYSTAL:
1097 root 1.4 if (op->stats.maxsp > 1000)
1098     { /*higher capacity crystals */
1099     i = (op->stats.maxsp % 100) / 10;
1100     if (i)
1101     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1102     else
1103     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1104     }
1105     else
1106     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1107     strcat (retbuf, buf);
1108     i = (op->stats.sp * 10) / op->stats.maxsp;
1109     if (op->stats.sp == 0)
1110     strcat (retbuf, "empty.");
1111     else if (i == 0)
1112     strcat (retbuf, "almost empty.");
1113     else if (i < 3)
1114     strcat (retbuf, "partially filled.");
1115     else if (i < 6)
1116     strcat (retbuf, "half full.");
1117     else if (i < 9)
1118     strcat (retbuf, "well charged.");
1119     else if (op->stats.sp == op->stats.maxsp)
1120     strcat (retbuf, "fully charged.");
1121     else
1122     strcat (retbuf, "almost full.");
1123     break;
1124 root 1.2 case FOOD:
1125     case FLESH:
1126     case DRINK:
1127 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1128     {
1129     sprintf (buf, "(food+%d)", op->stats.food);
1130     strcat (retbuf, buf);
1131    
1132     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1133     {
1134     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1135     strcat (retbuf, buf);
1136 root 1.2 }
1137 root 1.4
1138     if (!QUERY_FLAG (op, FLAG_CURSED))
1139     {
1140     if (op->stats.hp)
1141     strcat (retbuf, "(heals)");
1142     if (op->stats.sp)
1143     strcat (retbuf, "(spellpoint regen)");
1144 root 1.2 }
1145 root 1.4 else
1146     {
1147     if (op->stats.hp)
1148     strcat (retbuf, "(damages)");
1149     if (op->stats.sp)
1150     strcat (retbuf, "(spellpoint depletion)");
1151 root 1.2 }
1152     }
1153 root 1.4 break;
1154 root 1.2
1155    
1156     case SKILL:
1157     case RING:
1158     case AMULET:
1159 root 1.4 if (op->item_power)
1160     {
1161     sprintf (buf, "(item_power %+d)", op->item_power);
1162     strcat (retbuf, buf);
1163 root 1.2 }
1164 root 1.4 if (op->title)
1165     strcat (retbuf, ring_desc (op));
1166     return retbuf;
1167 elmex 1.1
1168 root 1.2 default:
1169 root 1.4 return retbuf;
1170 elmex 1.1 }
1171    
1172 root 1.4 /* Down here, we more further describe equipment type items.
1173     * only describe them if they have been identified or the like.
1174     */
1175     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1176     {
1177     int attr, val;
1178    
1179     for (attr = 0; attr < NUM_STATS; attr++)
1180     {
1181     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1182     {
1183     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1184     strcat (retbuf, buf);
1185 root 1.2 }
1186     }
1187    
1188 root 1.4 if (op->stats.exp)
1189     {
1190     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1191     strcat (retbuf, buf);
1192 root 1.2 }
1193    
1194    
1195 root 1.4 switch (op->type)
1196     {
1197 root 1.2 case BOW:
1198     case ARROW:
1199     case GIRDLE:
1200     case HELMET:
1201     case SHIELD:
1202     case BOOTS:
1203     case GLOVES:
1204     case WEAPON:
1205     case SKILL:
1206     case RING:
1207     case AMULET:
1208     case ARMOUR:
1209     case BRACERS:
1210     case FORCE:
1211     case CLOAK:
1212 root 1.4 if (op->stats.wc)
1213     {
1214     sprintf (buf, "(wc%+d)", op->stats.wc);
1215     strcat (retbuf, buf);
1216 root 1.2 }
1217 root 1.4 if (op->stats.dam)
1218     {
1219     sprintf (buf, "(dam%+d)", op->stats.dam);
1220     strcat (retbuf, buf);
1221 root 1.2 }
1222 root 1.4 if (op->stats.ac)
1223     {
1224     sprintf (buf, "(ac%+d)", op->stats.ac);
1225     strcat (retbuf, buf);
1226 root 1.2 }
1227 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1228     {
1229     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1230     strcat (retbuf, buf);
1231 root 1.2 }
1232 root 1.4 break;
1233 root 1.2
1234 root 1.4 default:
1235     break;
1236 root 1.2 }
1237 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1238     strcat (retbuf, "(xray-vision)");
1239     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1240     strcat (retbuf, "(infravision)");
1241    
1242     /* levitate was what is was before, so we'll keep it */
1243     if (op->move_type & MOVE_FLY_LOW)
1244     strcat (retbuf, "(levitate)");
1245    
1246     if (op->move_type & MOVE_FLY_HIGH)
1247     strcat (retbuf, "(fly)");
1248    
1249     if (op->move_type & MOVE_SWIM)
1250     strcat (retbuf, "(swim)");
1251    
1252     /* walking is presumed as 'normal', so doesn't need mentioning */
1253    
1254     if (op->item_power)
1255     {
1256     sprintf (buf, "(item_power %+d)", op->item_power);
1257     strcat (retbuf, buf);
1258     }
1259     } /* End if identified or applied */
1260    
1261     /* This blocks only deals with fully identified object.
1262     * it is intentional that this is not an 'else' from a above -
1263     * in this way, information is added.
1264     */
1265     if (identified)
1266     {
1267     int more_info = 0;
1268    
1269     switch (op->type)
1270     {
1271     case ROD: /* These use stats.sp for spell selection and stats.food */
1272     case HORN: /* and stats.hp for spell-point regeneration... */
1273 root 1.2 case BOW:
1274     case ARROW:
1275     case WAND:
1276     case FOOD:
1277     case FLESH:
1278     case DRINK:
1279 root 1.4 more_info = 0;
1280     break;
1281 root 1.2
1282 root 1.4 /* Armor type objects */
1283 root 1.2 case ARMOUR:
1284     case HELMET:
1285     case SHIELD:
1286     case BOOTS:
1287     case GLOVES:
1288     case GIRDLE:
1289     case BRACERS:
1290     case CLOAK:
1291 root 1.4 if (ARMOUR_SPEED (op))
1292     {
1293     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1294     strcat (retbuf, buf);
1295 root 1.2 }
1296 root 1.4 if (ARMOUR_SPELLS (op))
1297     {
1298     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1299     strcat (retbuf, buf);
1300 root 1.2 }
1301 root 1.4 more_info = 1;
1302     break;
1303 root 1.2
1304     case WEAPON:
1305 root 1.4 /* Calculate it the same way fix_player does so the results
1306     * make sense.
1307     */
1308     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1309     if (i < 0)
1310     i = 0;
1311    
1312     sprintf (buf, "(weapon speed %d)", i);
1313     strcat (retbuf, buf);
1314     more_info = 1;
1315     break;
1316    
1317     }
1318     if (more_info)
1319     {
1320     if (op->stats.food)
1321     {
1322     if (op->stats.food != 0)
1323     sprintf (buf, "(sustenance%+d)", op->stats.food);
1324     strcat (retbuf, buf);
1325 root 1.2 }
1326 root 1.4 if (op->stats.grace)
1327     {
1328     sprintf (buf, "(grace%+d)", op->stats.grace);
1329     strcat (retbuf, buf);
1330 root 1.2 }
1331 root 1.4 if (op->stats.sp)
1332     {
1333     sprintf (buf, "(magic%+d)", op->stats.sp);
1334     strcat (retbuf, buf);
1335 root 1.2 }
1336 root 1.4 if (op->stats.hp)
1337     {
1338     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1339     strcat (retbuf, buf);
1340 root 1.2 }
1341     }
1342    
1343 root 1.4 if (op->stats.luck)
1344     {
1345     sprintf (buf, "(luck%+d)", op->stats.luck);
1346     strcat (retbuf, buf);
1347     }
1348     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1349     strcat (retbuf, "(lifesaving)");
1350     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1351     strcat (retbuf, "(reflect spells)");
1352     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1353     strcat (retbuf, "(reflect missiles)");
1354     if (QUERY_FLAG (op, FLAG_STEALTH))
1355     strcat (retbuf, "(stealth)");
1356     if (op->slaying != NULL && op->type != FOOD)
1357     {
1358     sprintf (buf, "(slay %s)", &op->slaying);
1359     strcat (retbuf, buf);
1360     }
1361     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1362     /* resistance on flesh is only visible for quetzals. If
1363     * non flesh, everyone can see its resistances
1364     */
1365     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1366     strcat (retbuf, describe_resistance (op, 0));
1367     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1368     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1369     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1370 elmex 1.1 }
1371    
1372 root 1.4 return retbuf;
1373 elmex 1.1 }
1374    
1375     /* Return true if the item is magical. A magical item is one that
1376     * increases/decreases any abilities, provides a resistance,
1377     * has a generic magical bonus, or is an artifact.
1378     * This function is used by detect_magic to determine if an item
1379     * should be marked as magical.
1380     */
1381    
1382 root 1.4 int
1383     is_magical (const object *op)
1384     {
1385     int i;
1386 elmex 1.1
1387 root 1.4 /* living creatures are considered non magical */
1388     if (QUERY_FLAG (op, FLAG_ALIVE))
1389     return 0;
1390 elmex 1.1
1391 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1392     if (op->title != NULL)
1393     return 1;
1394    
1395     /* Handle rings and amulets specially. If they change any of these
1396     * values, it means they are magical.
1397     */
1398     if ((op->type == AMULET || op->type == RING) &&
1399     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1400     return 1;
1401    
1402     /* Check for stealty, speed, flying, or just plain magic in the boots */
1403     /* Presume any boots that hvae a move_type are special. */
1404     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1405     return 1;
1406    
1407     /* Take care of amulet/shield that reflects spells/missiles */
1408     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1409     return 1;
1410    
1411     /* Take care of helmet of xrays */
1412     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1413     return 1;
1414    
1415     /* Potions & rods are always magical. Wands/staves are also magical,
1416     * assuming they still have any charges left.
1417     */
1418     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1419     return 1;
1420    
1421     /* if something gives a protection, either positive or negative, its magical */
1422     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1423     * so this always works out fine.
1424     */
1425     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1426     if (op->resist[i])
1427     return 1;
1428    
1429     /* Physical protection is expected on some item types, so they should
1430     * not be considered magical.
1431     */
1432     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1433     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1434     return 1;
1435    
1436     /* power crystal, spellbooks, and scrolls are always magical. */
1437     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1438     return 1;
1439    
1440     /* Check to see if it increases/decreases any stats */
1441     for (i = 0; i < NUM_STATS; i++)
1442     if (get_attr_value (&(op->stats), i) != 0)
1443     return 1;
1444    
1445     /* If it doesn't fall into any of the above categories, must
1446     * be non magical.
1447     */
1448     return 0;
1449 elmex 1.1 }
1450    
1451     /* need_identify returns true if the item should be identified. This
1452     * function really should not exist - by default, any item not identified
1453     * should need it.
1454     */
1455    
1456 root 1.4 int
1457     need_identify (const object *op)
1458     {
1459     switch (op->type)
1460     {
1461 root 1.2 case RING:
1462     case WAND:
1463     case ROD:
1464     case HORN:
1465     case SCROLL:
1466     case SKILL:
1467     case SKILLSCROLL:
1468     case SPELLBOOK:
1469     case FOOD:
1470     case POTION:
1471     case BOW:
1472     case ARROW:
1473     case WEAPON:
1474     case ARMOUR:
1475     case SHIELD:
1476     case HELMET:
1477     case AMULET:
1478     case BOOTS:
1479     case GLOVES:
1480     case BRACERS:
1481     case GIRDLE:
1482     case CONTAINER:
1483     case DRINK:
1484     case FLESH:
1485     case INORGANIC:
1486     case CLOSE_CON:
1487     case CLOAK:
1488     case GEM:
1489     case POWER_CRYSTAL:
1490     case POISON:
1491     case BOOK:
1492     case SKILL_TOOL:
1493 root 1.4 return 1;
1494 elmex 1.1 }
1495 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1496     * archetype file can be updated, and this function removed.
1497     */
1498 elmex 1.1 #if 0
1499 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1500 elmex 1.1 #endif
1501 root 1.4 return 0;
1502 elmex 1.1 }
1503    
1504     /*
1505     * Supposed to fix face-values as well here, but later.
1506     */
1507 root 1.4 void
1508     identify (object *op)
1509     {
1510     object *pl;
1511 elmex 1.1
1512 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1513     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1514     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1515    
1516     /*
1517     * We want autojoining of equal objects:
1518     */
1519     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1520     SET_FLAG (op, FLAG_KNOWN_CURSED);
1521    
1522     if (op->type == POTION)
1523     {
1524     if (op->inv && op->randomitems)
1525     op->title = op->inv->name;
1526     else if (op->arch)
1527     {
1528     op->name = op->arch->clone.name;
1529     op->name_pl = op->arch->clone.name_pl;
1530     }
1531 elmex 1.1 }
1532    
1533 root 1.4 /* If the object is on a map, make sure we update its face */
1534     if (op->map)
1535     update_object (op, UP_OBJ_FACE);
1536     else
1537     {
1538 root 1.9 pl = op->in_player ();
1539 root 1.4 if (pl)
1540     /* A lot of the values can change from an update - might as well send
1541     * it all.
1542     */
1543     esrv_send_item (pl, op);
1544 elmex 1.1 }
1545     }
1546 root 1.9