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Revision: 1.14
Committed: Wed Dec 20 14:11:42 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.13: +0 -2 lines
Log Message:
removed dead types: FIREHOLES and POISONCLOUD.

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