ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.16
Committed: Sat Dec 30 21:07:46 2006 UTC (17 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -1 lines
Log Message:
fixed the problem where objects with speed=0 were on the active object list.
extended debug_desc a bit. implemented object::has_active_speed ().

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     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
167     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
168     {SPINNER, "spinner", "spinners", 0, 0},
169     {GATE, "gate", "gates", 0, 0},
170     {BUTTON, "button", "buttons", 0, 0},
171     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
172     {HOLE, "hole", "holes", 0, 0},
173     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
174     {SIGN, "sign", "signs", 0, 0},
175     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
176     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
177     {SPELL, "spell", "spells", 0, 0},
178     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
179     {CONVERTER, "converter", "converters", 0, 0},
180     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
181     {POISONING, "poisoning", "poisonings", 0, 0},
182     {SAVEBED, "savebed", "savebeds", 0, 0},
183     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
184     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
185     {DIRECTOR, "director", "directors", 0, 0},
186     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
187     {FORCE, "force", "forces", 0, 0},
188     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
189     {CLOSE_CON, "closed container", "closed container", 0, 0},
190     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
191     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
192     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
193     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
194     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
195     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
196     {MENU, "inventory list", "inventory lists", 0, 0},
197     {RUNE, "rune", "runes", 0, 0},
198     {TRAP, "trap", "traps", 0, 0},
199     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
200     {CORPSE, "corpse", "corpses", 0, 0},
201     {DISEASE, "disease", "diseases", 0, 0},
202     {SYMPTOM, "symptom", "symptoms", 0, 0},
203     {BUILDER, "item builder", "item builders", 0, 0},
204     {MATERIAL, "building material", "building materials", 0, 0},
205     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
206 elmex 1.1 };
207    
208 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
209 elmex 1.1
210     materialtype_t *materialt;
211    
212     /*
213     materialtype material[NROFMATERIALS] = {
214     * P M F E C C A D W G P S P T F C D D C C G H B I *
215     * H A I L O O C R E H O L A U E A E E H O O O L N *
216     * Y G R E L N I A A O I O R R A N P A A U D L I T *
217     * S I E C D F D I P S S W A N R C L T O N Y N R *
218     * I C T U N O T O L E E H S T P D N *
219     {"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}},
220     {"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}},
221     {"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}},
222     {"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}},
223     {"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}},
224     {"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}},
225     {"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}},
226     {"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}},
227     {"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}},
228     {"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}},
229     {"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}},
230     {"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}},
231     {"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}}
232     };
233     */
234    
235     /* This curve may be too steep. But the point is that there should
236     * be tough choices - there is no real point to this if everyone can
237     * wear whatever they want with no worries. Perhaps having the steep
238     * curve is good (maybe even steeper), but allowing players to
239     * have 2 * level instead. Ideally, top level characters should only be
240     * able to use 2-3 of the most powerful items.
241     * note that this table is only really used for program generated items -
242     * custom objects can use whatever they want.
243     */
244     static int enc_to_item_power[21] = {
245 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
246     5, 7, 9, 11, 13, /* 10 */
247     15, 18, 21, 24, 27, /* 15 */
248     30, 35, 40, 45, 50 /* 20 */
249 elmex 1.1 };
250    
251 root 1.4 int
252     get_power_from_ench (int ench)
253 elmex 1.1 {
254 root 1.4 if (ench < 0)
255     ench = 0;
256     if (ench > 20)
257     ench = 20;
258     return enc_to_item_power[ench];
259 elmex 1.1 }
260    
261     /* This takes an object 'op' and figures out what its item_power
262     * rating should be. This should only really be used by the treasure
263     * generation code, and when loading legacy objects. It returns
264     * the item_power it calculates.
265     * If flag is 1, we return the number of enchantment, and not the
266     * the power. This is used in the treasure code.
267     */
268 root 1.4 int
269     calc_item_power (const object *op, int flag)
270 elmex 1.1 {
271 root 1.4 int i, tmp, enc;
272 elmex 1.1
273 root 1.4 enc = 0;
274     for (i = 0; i < NUM_STATS; i++)
275     enc += get_attr_value (&op->stats, i);
276    
277     /* This protection logic is pretty flawed. 20% fire resistance
278     * is much more valuable than 20% confusion, or 20% slow, or
279     * several others. Start at 1 - ignore physical - all that normal
280     * armour shouldn't be counted against
281     */
282     tmp = 0;
283     for (i = 1; i < NROFATTACKS; i++)
284     tmp += op->resist[i];
285    
286     /* Add/substract 10 so that the rounding works out right */
287     if (tmp > 0)
288     enc += (tmp + 10) / 20;
289     else if (tmp < 0)
290     enc += (tmp - 10) / 20;
291    
292     enc += op->magic;
293    
294     /* For each attacktype a weapon has, one more encantment. Start at 1 -
295     * physical doesn't count against total.
296     */
297     if (op->type == WEAPON)
298     {
299     for (i = 1; i < NROFATTACKS; i++)
300     if (op->attacktype & (1 << i))
301     enc++;
302     if (op->slaying)
303     enc += 2; /* What it slays is probably more relevent */
304     }
305     /* Items the player can equip */
306     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307     (op->type == SHIELD) || (op->type == RING) ||
308     (op->type == BOOTS) || (op->type == GLOVES) ||
309     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
310     {
311     enc += op->stats.food; /* sustenance */
312     enc += op->stats.hp; /* hp regen */
313     enc += op->stats.sp; /* mana regen */
314     enc += op->stats.grace; /* grace regen */
315     enc += op->stats.exp; /* speed bonus */
316     }
317     enc += op->stats.luck;
318    
319     /* Do spell paths now */
320     for (i = 1; i < NRSPELLPATHS; i++)
321     {
322     if (op->path_attuned & (1 << i))
323     enc++;
324     else if (op->path_denied & (1 << i))
325     enc -= 2;
326     else if (op->path_repelled & (1 << i))
327     enc--;
328     }
329    
330     if (QUERY_FLAG (op, FLAG_LIFESAVE))
331     enc += 5;
332     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
333     enc += 3;
334     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
335     enc += 2;
336     if (QUERY_FLAG (op, FLAG_STEALTH))
337     enc += 1;
338     if (QUERY_FLAG (op, FLAG_XRAYS))
339     enc += 2;
340     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
341     enc += 1;
342     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343     enc += 1;
344 elmex 1.1
345 root 1.4 return get_power_from_ench (enc);
346 elmex 1.1
347     }
348    
349     /* returns the typedata that has a number equal to itemtype, if there
350     * isn't one, returns NULL */
351    
352 root 1.4 const typedata *
353     get_typedata (int itemtype)
354     {
355     int i;
356    
357     for (i = 0; i < item_types_size; i++)
358     if (item_types[i].number == itemtype)
359     return &item_types[i];
360     return NULL;
361 elmex 1.1 }
362    
363     /* returns the typedata that has a name equal to itemtype, if there
364     * isn't one, return the plural name that matches, if there still isn't
365     * one return NULL */
366    
367 root 1.4 const typedata *
368     get_typedata_by_name (const char *name)
369     {
370     int i;
371    
372     for (i = 0; i < item_types_size; i++)
373     if (!strcmp (item_types[i].name, name))
374     return &item_types[i];
375     for (i = 0; i < item_types_size; i++)
376     if (!strcmp (item_types[i].name_pl, name))
377     {
378     LOG (llevInfo,
379     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
380     return &item_types[i];
381     }
382     return NULL;
383 elmex 1.1 }
384 root 1.4
385 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
386     * returns a static array of the description. This can return
387     * a big buffer.
388     * if newline is true, we don't put parens around the description
389     * but do put a newline at the end. Useful when dumping to files
390     */
391 root 1.4 char *
392     describe_resistance (const object *op, int newline)
393 elmex 1.1 {
394 root 1.4 static char buf[VERY_BIG_BUF];
395     char buf1[VERY_BIG_BUF];
396     int tmpvar;
397    
398     buf[0] = 0;
399     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400     {
401     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
402     {
403     if (!newline)
404     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
405     else
406     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 elmex 1.1
408 root 1.4 strcat (buf, buf1);
409     }
410 elmex 1.1 }
411 root 1.4 return buf;
412 elmex 1.1 }
413    
414    
415     /*
416     * query_weight(object) returns a character pointer to a static buffer
417     * containing the text-representation of the weight of the given object.
418     * The buffer will be overwritten by the next call to query_weight().
419     */
420    
421 root 1.4 char *
422     query_weight (const object *op)
423     {
424 elmex 1.1 static char buf[10];
425 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
426 elmex 1.1
427 root 1.4 if (op->weight < 0)
428 elmex 1.1 return " ";
429 root 1.4 if (i % 1000)
430     sprintf (buf, "%6.1f", i / 1000.0);
431 elmex 1.1 else
432 root 1.4 sprintf (buf, "%4d ", i / 1000);
433 elmex 1.1 return buf;
434     }
435    
436     /*
437     * Returns the pointer to a static buffer containing
438     * the number requested (of the form first, second, third...)
439     */
440    
441 root 1.4 char *
442     get_levelnumber (int i)
443     {
444 elmex 1.1 static char buf[MAX_BUF];
445 root 1.4
446     if (i > 99)
447     {
448     sprintf (buf, "%d.", i);
449     return buf;
450     }
451     if (i < 21)
452 elmex 1.1 return levelnumbers[i];
453 root 1.4 if (!(i % 10))
454     return levelnumbers_10[i / 10];
455     strcpy (buf, numbers_10[i / 10]);
456     strcat (buf, levelnumbers[i % 10]);
457 elmex 1.1 return buf;
458     }
459    
460    
461     /*
462     * get_number(integer) returns the text-representation of the given number
463     * in a static buffer. The buffer might be overwritten at the next
464     * call to get_number().
465     * It is currently only used by the query_name() function.
466     */
467    
468 root 1.4 char *
469     get_number (int i)
470     {
471     if (i <= 20)
472 elmex 1.1 return numbers[i];
473 root 1.4 else
474     {
475     static char buf[MAX_BUF];
476    
477     sprintf (buf, "%d", i);
478     return buf;
479     }
480 elmex 1.1 }
481    
482     /*
483     * Returns pointer to static buffer containing ring's or amulet's
484     * abilities
485     * These are taken from old query_name(), but it would work better
486     * if describle_item() would be called to get this information and
487     * caller would handle FULL_RING_DESCRIPTION definition.
488     * Or make FULL_RING_DESCRIPTION standard part of a game and let
489     * client handle names.
490     */
491 root 1.4
492 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
493     * from stats.sp - b.t.
494     */
495 root 1.4 char *
496     ring_desc (const object *op)
497 elmex 1.1 {
498 root 1.4 static char buf[VERY_BIG_BUF];
499     int attr, val, len;
500 elmex 1.1
501 root 1.4 buf[0] = 0;
502 elmex 1.1
503 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
504 elmex 1.1 return buf;
505 root 1.4
506     for (attr = 0; attr < NUM_STATS; attr++)
507     {
508     if ((val = get_attr_value (&(op->stats), attr)) != 0)
509     {
510     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
511     }
512     }
513     if (op->stats.exp)
514     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515     if (op->stats.wc)
516     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517     if (op->stats.dam)
518     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519     if (op->stats.ac)
520     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521    
522     strcat (buf, describe_resistance (op, 0));
523    
524     if (op->stats.food != 0)
525     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
526     /* else if (op->stats.food < 0)
527     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
528     if (op->stats.grace)
529     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530     if (op->stats.sp && op->type != SKILL)
531     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532     if (op->stats.hp)
533     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534     if (op->stats.luck)
535     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536     if (QUERY_FLAG (op, FLAG_LIFESAVE))
537     strcat (buf, "(lifesaving)");
538     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539     strcat (buf, "(reflect spells)");
540     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541     strcat (buf, "(reflect missiles)");
542     if (QUERY_FLAG (op, FLAG_STEALTH))
543     strcat (buf, "(stealth)");
544     /* Shorten some of the names, so they appear better in the windows */
545     len = strlen (buf);
546     DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
547     DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
548     DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
549    
550     /* if(op->item_power)
551     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
552     */
553     if (buf[0] == 0 && op->type != SKILL)
554     strcpy (buf, "of adornment");
555    
556    
557     return buf;
558 elmex 1.1 }
559    
560     /*
561     * query_short_name(object) is similar to query_name, but doesn't
562     * contain any information about object status (worn/cursed/etc.)
563     */
564 root 1.4 const char *
565     query_short_name (const object *op)
566 elmex 1.1 {
567 root 1.4 static char buf[HUGE_BUF];
568     char buf2[HUGE_BUF];
569     int len = 0;
570    
571     if (op->name == NULL)
572     return "(null)";
573 root 1.5
574 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
575     return op->name; /* To speed things up (or make things slower?) */
576    
577     if (op->nrof <= 1)
578     safe_strcat (buf, op->name, &len, HUGE_BUF);
579     else
580     safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
581    
582     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
583     {
584     safe_strcat (buf, " ", &len, HUGE_BUF);
585     safe_strcat (buf, op->title, &len, HUGE_BUF);
586 elmex 1.1 }
587    
588 root 1.4 switch (op->type)
589     {
590 root 1.2 case SPELLBOOK:
591     case SCROLL:
592     case WAND:
593     case ROD:
594 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
595     {
596     if (!op->title)
597     {
598     safe_strcat (buf, " of ", &len, HUGE_BUF);
599     if (op->inv)
600     safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
601     else
602     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
603 root 1.2 }
604 root 1.4 if (op->type != SPELLBOOK)
605     {
606     sprintf (buf2, " (lvl %d)", op->level);
607     safe_strcat (buf, buf2, &len, HUGE_BUF);
608 root 1.2 }
609     }
610 root 1.4 break;
611 elmex 1.1
612 root 1.4 case SKILL:
613     case AMULET:
614     case RING:
615     if (!op->title)
616     {
617     /* If ring has a title, full description isn't so useful */
618     char *s = ring_desc (op);
619    
620     if (s[0])
621     {
622     safe_strcat (buf, " ", &len, HUGE_BUF);
623     safe_strcat (buf, s, &len, HUGE_BUF);
624     }
625     }
626     break;
627     default:
628     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
629     {
630     sprintf (buf2, " %+d", op->magic);
631     safe_strcat (buf, buf2, &len, HUGE_BUF);
632 root 1.2 }
633 elmex 1.1 }
634 root 1.4 return buf;
635 elmex 1.1 }
636    
637     /*
638     * query_name(object) returns a character pointer pointing to a static
639     * buffer which contains a verbose textual representation of the name
640     * of the given object.
641     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
642     * you can make several calls to query_name before the bufs start getting
643     * overwritten. This may be a bad thing (it may be easier to assume the value
644     * returned is good forever.) However, it makes printing statements that
645     * use several names much easier (don't need to store them to temp variables.)
646     *
647     */
648 root 1.4 char *
649     query_name (const object *op)
650     {
651     static char buf[5][HUGE_BUF];
652     static int use_buf = 0;
653     int len = 0;
654    
655 elmex 1.1 #ifdef NEW_MATERIAL_CODE
656 root 1.4 materialtype_t *mt;
657 elmex 1.1 #endif
658    
659 root 1.4 use_buf++;
660     use_buf %= 5;
661 elmex 1.1
662     #ifdef NEW_MATERIAL_CODE
663 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
664 root 1.4 {
665     mt = name_to_material (op->materialname);
666     if (mt)
667     {
668     safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
669     safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
670 root 1.2 }
671 elmex 1.1 }
672     #endif
673    
674 root 1.4 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
675 elmex 1.1
676 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
677     safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
678     if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
679     safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
680    
681     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
682     {
683     if (QUERY_FLAG (op, FLAG_DAMNED))
684     safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
685     else if (QUERY_FLAG (op, FLAG_CURSED))
686     safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
687     }
688     /* Basically, if the object is known magical (detect magic spell on it),
689     * and it isn't identified, print out the fact that
690     * it is magical. Assume that the detect magical spell will only set
691     * KNOWN_MAGICAL if the item actually is magical.
692     *
693     * Changed in V 0.91.4 - still print that the object is magical even
694     * if it has been applied. Equipping an item does not tell full
695     * abilities, especially for artifact items.
696     */
697     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
699 elmex 1.1
700     #if 0
701 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
702     * be returned in the name.
703     */
704     if (op->item_power)
705     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 elmex 1.1
707     #endif
708    
709 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
710     {
711     switch (op->type)
712     {
713     case BOW:
714     case WAND:
715     case ROD:
716     case HORN:
717     safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
718     break;
719     case WEAPON:
720     safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
721     break;
722     case ARMOUR:
723     case HELMET:
724     case SHIELD:
725     case RING:
726     case BOOTS:
727     case GLOVES:
728     case AMULET:
729     case GIRDLE:
730     case BRACERS:
731     case CLOAK:
732     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
733     break;
734     case CONTAINER:
735     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
736     break;
737     case SKILL:
738     default:
739     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
740 root 1.2 }
741 elmex 1.1 }
742 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
743     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
744 elmex 1.1
745 root 1.4 return buf[use_buf];
746 elmex 1.1 }
747    
748     /*
749     * query_base_name(object) returns a character pointer pointing to a static
750     * buffer which contains a verbose textual representation of the name
751     * of the given object. The buffer will be overwritten at the next
752     * call to query_base_name(). This is a lot like query_name, but we
753     * don't include the item count or item status. Used for inventory sorting
754     * and sending to client.
755     * If plural is set, we generate the plural name of this.
756     */
757 root 1.4 const char *
758     query_base_name (const object *op, int plural)
759     {
760     static char buf[MAX_BUF], buf2[MAX_BUF];
761     int len;
762     materialtype_t *mt;
763 elmex 1.1
764 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
765     return "(null)";
766 elmex 1.1
767 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
768     return op->name; /* To speed things up (or make things slower?) */
769 elmex 1.1
770 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
771 root 1.4 mt = name_to_material (op->materialname);
772 elmex 1.1
773     #ifdef NEW_MATERIAL_CODE
774 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
775 root 1.4 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
776     {
777     strcpy (buf, mt->description);
778     len = strlen (buf);
779     safe_strcat (buf, " ", &len, MAX_BUF);
780     if (!plural)
781     safe_strcat (buf, op->name, &len, MAX_BUF);
782     else
783     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
784     }
785     else
786     {
787 elmex 1.1 #endif
788 root 1.4 if (!plural)
789     strcpy (buf, op->name);
790     else
791     strcpy (buf, op->name_pl);
792     len = strlen (buf);
793 elmex 1.1 #ifdef NEW_MATERIAL_CODE
794     }
795     #endif
796    
797 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
798     {
799     safe_strcat (buf, " ", &len, MAX_BUF);
800     safe_strcat (buf, op->title, &len, MAX_BUF);
801 elmex 1.1 }
802    
803 root 1.4 switch (op->type)
804     {
805 root 1.2 case SPELLBOOK:
806     case SCROLL:
807     case WAND:
808     case ROD:
809 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
810     {
811     if (!op->title)
812     {
813     safe_strcat (buf, " of ", &len, MAX_BUF);
814     if (op->inv)
815     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
816     else
817     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
818 root 1.2 }
819 root 1.4 if (op->type != SPELLBOOK)
820     {
821     sprintf (buf2, " (lvl %d)", op->level);
822     safe_strcat (buf, buf2, &len, MAX_BUF);
823 root 1.2 }
824     }
825 root 1.4 break;
826 elmex 1.1
827    
828 root 1.4 case SKILL:
829     case AMULET:
830     case RING:
831     if (!op->title)
832     {
833     /* If ring has a title, full description isn't so useful */
834     char *s = ring_desc (op);
835    
836     if (s[0])
837     {
838     safe_strcat (buf, " ", &len, MAX_BUF);
839     safe_strcat (buf, s, &len, MAX_BUF);
840     }
841     }
842     break;
843     default:
844     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
845     {
846     sprintf (buf + strlen (buf), " %+d", op->magic);
847 root 1.2 }
848 elmex 1.1 }
849 root 1.4 return buf;
850 elmex 1.1 }
851    
852     /* Break this off from describe_item - that function was way
853     * too long, making it difficult to read. This function deals
854     * with describing the monsters & players abilities. It should only
855     * be called with monster & player objects. Returns a description
856     * in a static buffer.
857     */
858    
859 root 1.4 static char *
860     describe_monster (const object *op)
861     {
862     char buf[MAX_BUF];
863     static char retbuf[VERY_BIG_BUF];
864     int i;
865    
866     retbuf[0] = '\0';
867    
868     /* Note that the resolution this provides for players really isn't
869     * very good. Any player with a speed greater than .67 will
870     * fall into the 'lightning fast movement' category.
871     */
872 elmex 1.16 if (op->has_active_speed ())
873 root 1.4 {
874     switch ((int) ((FABS (op->speed)) * 15))
875     {
876 root 1.2 case 0:
877 root 1.4 strcat (retbuf, "(very slow movement)");
878     break;
879 root 1.2 case 1:
880 root 1.4 strcat (retbuf, "(slow movement)");
881     break;
882 root 1.2 case 2:
883 root 1.4 strcat (retbuf, "(normal movement)");
884     break;
885 root 1.2 case 3:
886     case 4:
887 root 1.4 strcat (retbuf, "(fast movement)");
888     break;
889 root 1.2 case 5:
890     case 6:
891 root 1.4 strcat (retbuf, "(very fast movement)");
892     break;
893 root 1.2 case 7:
894     case 8:
895     case 9:
896     case 10:
897 root 1.4 strcat (retbuf, "(extremely fast movement)");
898     break;
899 root 1.2 default:
900 root 1.4 strcat (retbuf, "(lightning fast movement)");
901     break;
902 root 1.2 }
903 elmex 1.1 }
904 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
905     strcat (retbuf, "(undead)");
906     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
907     strcat (retbuf, "(see invisible)");
908     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
909     strcat (retbuf, "(wield weapon)");
910     if (QUERY_FLAG (op, FLAG_USE_BOW))
911     strcat (retbuf, "(archer)");
912     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
913     strcat (retbuf, "(wear armour)");
914     if (QUERY_FLAG (op, FLAG_USE_RING))
915     strcat (retbuf, "(wear ring)");
916     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
917     strcat (retbuf, "(read scroll)");
918     if (QUERY_FLAG (op, FLAG_USE_RANGE))
919     strcat (retbuf, "(fires wand/rod/horn)");
920     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
921     strcat (retbuf, "(skill user)");
922     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
923     strcat (retbuf, "(spellcaster)");
924     if (QUERY_FLAG (op, FLAG_FRIENDLY))
925     strcat (retbuf, "(friendly)");
926     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
927     strcat (retbuf, "(unaggressive)");
928     if (QUERY_FLAG (op, FLAG_HITBACK))
929     strcat (retbuf, "(hitback)");
930     if (QUERY_FLAG (op, FLAG_STEALTH))
931     strcat (retbuf, "(stealthy)");
932     if (op->randomitems != NULL)
933     {
934     treasure *t;
935     int first = 1;
936    
937     for (t = op->randomitems->items; t != NULL; t = t->next)
938     if (t->item && (t->item->clone.type == SPELL))
939     {
940     if (first)
941     {
942     first = 0;
943     strcat (retbuf, "(Spell abilities:)");
944     }
945     strcat (retbuf, "(");
946     strcat (retbuf, t->item->clone.name);
947     strcat (retbuf, ")");
948     }
949     }
950     if (op->type == PLAYER)
951     {
952     if (op->contr->digestion)
953     {
954     if (op->contr->digestion != 0)
955     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
956     strcat (retbuf, buf);
957     }
958     if (op->contr->gen_grace)
959     {
960     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
961     strcat (retbuf, buf);
962     }
963     if (op->contr->gen_sp)
964     {
965     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
966     strcat (retbuf, buf);
967     }
968     if (op->contr->gen_hp)
969     {
970     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
971     strcat (retbuf, buf);
972     }
973     if (op->stats.luck)
974     {
975     sprintf (buf, "(luck%+d)", op->stats.luck);
976     strcat (retbuf, buf);
977     }
978 elmex 1.1 }
979 root 1.4
980     /* describe attacktypes */
981     if (is_dragon_pl (op))
982     {
983     /* for dragon players display the attacktypes from clawing skill
984     * Break apart the for loop - move the comparison checking down -
985     * this makes it more readable.
986     */
987     object *tmp;
988    
989     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
990     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
991     break;
992    
993     if (tmp && tmp->attacktype != 0)
994     {
995     DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
996     }
997     else
998     {
999     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1000 root 1.2 }
1001 elmex 1.1 }
1002 root 1.4 else
1003     {
1004     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1005     }
1006     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1007     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1008     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1009     for (i = 0; i < NROFATTACKS; i++)
1010     {
1011     if (op->resist[i])
1012     {
1013     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1014     strcat (retbuf, buf);
1015 root 1.2 }
1016 elmex 1.1 }
1017 root 1.4 return retbuf;
1018 elmex 1.1 }
1019    
1020    
1021     /*
1022     * Returns a pointer to a static buffer which contains a
1023     * description of the given object.
1024     * If it is a monster, lots of information about its abilities
1025     * will be returned.
1026     * If it is an item, lots of information about which abilities
1027     * will be gained about its user will be returned.
1028     * If it is a player, it writes out the current abilities
1029     * of the player, which is usually gained by the items applied.
1030     * It would be really handy to actually pass another object
1031     * pointer on who is examining this object. Then, you could reveal
1032     * certain information depending on what the examiner knows, eg,
1033     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1034     * a dragon player examining food. Could have things like
1035     * a dwarven axe, in which the full abilities are only known to
1036     * dwarves, etc.
1037     *
1038     * This function is really much more complicated than it should
1039     * be, because different objects have different meanings
1040     * for the same field (eg, wands use 'food' for charges). This
1041     * means these special cases need to be worked out.
1042     *
1043     * Add 'owner' who is the person examining this object.
1044     * owner can be null if no one is being associated with this
1045     * item (eg, debug dump or the like)
1046     */
1047    
1048 root 1.4 char *
1049     describe_item (const object *op, object *owner)
1050     {
1051     char buf[MAX_BUF];
1052     static char retbuf[VERY_BIG_BUF];
1053     int identified, i;
1054    
1055     retbuf[0] = '\0';
1056     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1057     {
1058     return describe_monster (op);
1059     }
1060     /* figure this out once, instead of making multiple calls to need_identify.
1061     * also makes the code easier to read.
1062     */
1063     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1064     identified = 1;
1065     else
1066     {
1067     strcpy (retbuf, "(unidentified)");
1068     identified = 0;
1069 elmex 1.1 }
1070 root 1.4 switch (op->type)
1071     {
1072 root 1.2 case BOW:
1073     case ARROW:
1074     case WAND:
1075     case ROD:
1076     case HORN:
1077     case WEAPON:
1078     case ARMOUR:
1079     case HELMET:
1080     case SHIELD:
1081     case BOOTS:
1082     case GLOVES:
1083     case GIRDLE:
1084     case BRACERS:
1085     case CLOAK:
1086     case SKILL_TOOL:
1087 root 1.4 break; /* We have more information to do below this switch */
1088 root 1.2
1089     case POWER_CRYSTAL:
1090 root 1.4 if (op->stats.maxsp > 1000)
1091     { /*higher capacity crystals */
1092     i = (op->stats.maxsp % 100) / 10;
1093     if (i)
1094     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1095     else
1096     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1097     }
1098     else
1099     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1100     strcat (retbuf, buf);
1101     i = (op->stats.sp * 10) / op->stats.maxsp;
1102     if (op->stats.sp == 0)
1103     strcat (retbuf, "empty.");
1104     else if (i == 0)
1105     strcat (retbuf, "almost empty.");
1106     else if (i < 3)
1107     strcat (retbuf, "partially filled.");
1108     else if (i < 6)
1109     strcat (retbuf, "half full.");
1110     else if (i < 9)
1111     strcat (retbuf, "well charged.");
1112     else if (op->stats.sp == op->stats.maxsp)
1113     strcat (retbuf, "fully charged.");
1114     else
1115     strcat (retbuf, "almost full.");
1116     break;
1117 root 1.2 case FOOD:
1118     case FLESH:
1119     case DRINK:
1120 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1121     {
1122     sprintf (buf, "(food+%d)", op->stats.food);
1123     strcat (retbuf, buf);
1124    
1125     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1126     {
1127     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1128     strcat (retbuf, buf);
1129 root 1.2 }
1130 root 1.4
1131     if (!QUERY_FLAG (op, FLAG_CURSED))
1132     {
1133     if (op->stats.hp)
1134     strcat (retbuf, "(heals)");
1135     if (op->stats.sp)
1136     strcat (retbuf, "(spellpoint regen)");
1137 root 1.2 }
1138 root 1.4 else
1139     {
1140     if (op->stats.hp)
1141     strcat (retbuf, "(damages)");
1142     if (op->stats.sp)
1143     strcat (retbuf, "(spellpoint depletion)");
1144 root 1.2 }
1145     }
1146 root 1.4 break;
1147 root 1.2
1148    
1149     case SKILL:
1150     case RING:
1151     case AMULET:
1152 root 1.4 if (op->item_power)
1153     {
1154     sprintf (buf, "(item_power %+d)", op->item_power);
1155     strcat (retbuf, buf);
1156 root 1.2 }
1157 root 1.4 if (op->title)
1158     strcat (retbuf, ring_desc (op));
1159     return retbuf;
1160 elmex 1.1
1161 root 1.2 default:
1162 root 1.4 return retbuf;
1163 elmex 1.1 }
1164    
1165 root 1.4 /* Down here, we more further describe equipment type items.
1166     * only describe them if they have been identified or the like.
1167     */
1168     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1169     {
1170     int attr, val;
1171    
1172     for (attr = 0; attr < NUM_STATS; attr++)
1173     {
1174     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1175     {
1176     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1177     strcat (retbuf, buf);
1178 root 1.2 }
1179     }
1180    
1181 root 1.4 if (op->stats.exp)
1182     {
1183     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1184     strcat (retbuf, buf);
1185 root 1.2 }
1186    
1187    
1188 root 1.4 switch (op->type)
1189     {
1190 root 1.2 case BOW:
1191     case ARROW:
1192     case GIRDLE:
1193     case HELMET:
1194     case SHIELD:
1195     case BOOTS:
1196     case GLOVES:
1197     case WEAPON:
1198     case SKILL:
1199     case RING:
1200     case AMULET:
1201     case ARMOUR:
1202     case BRACERS:
1203     case FORCE:
1204     case CLOAK:
1205 root 1.4 if (op->stats.wc)
1206     {
1207     sprintf (buf, "(wc%+d)", op->stats.wc);
1208     strcat (retbuf, buf);
1209 root 1.2 }
1210 root 1.4 if (op->stats.dam)
1211     {
1212     sprintf (buf, "(dam%+d)", op->stats.dam);
1213     strcat (retbuf, buf);
1214 root 1.2 }
1215 root 1.4 if (op->stats.ac)
1216     {
1217     sprintf (buf, "(ac%+d)", op->stats.ac);
1218     strcat (retbuf, buf);
1219 root 1.2 }
1220 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1221     {
1222     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1223     strcat (retbuf, buf);
1224 root 1.2 }
1225 root 1.4 break;
1226 root 1.2
1227 root 1.4 default:
1228     break;
1229 root 1.2 }
1230 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1231     strcat (retbuf, "(xray-vision)");
1232     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1233     strcat (retbuf, "(infravision)");
1234    
1235     /* levitate was what is was before, so we'll keep it */
1236     if (op->move_type & MOVE_FLY_LOW)
1237     strcat (retbuf, "(levitate)");
1238    
1239     if (op->move_type & MOVE_FLY_HIGH)
1240     strcat (retbuf, "(fly)");
1241    
1242     if (op->move_type & MOVE_SWIM)
1243     strcat (retbuf, "(swim)");
1244    
1245     /* walking is presumed as 'normal', so doesn't need mentioning */
1246    
1247     if (op->item_power)
1248     {
1249     sprintf (buf, "(item_power %+d)", op->item_power);
1250     strcat (retbuf, buf);
1251     }
1252     } /* End if identified or applied */
1253    
1254     /* This blocks only deals with fully identified object.
1255     * it is intentional that this is not an 'else' from a above -
1256     * in this way, information is added.
1257     */
1258     if (identified)
1259     {
1260     int more_info = 0;
1261    
1262     switch (op->type)
1263     {
1264     case ROD: /* These use stats.sp for spell selection and stats.food */
1265     case HORN: /* and stats.hp for spell-point regeneration... */
1266 root 1.2 case BOW:
1267     case ARROW:
1268     case WAND:
1269     case FOOD:
1270     case FLESH:
1271     case DRINK:
1272 root 1.4 more_info = 0;
1273     break;
1274 root 1.2
1275 root 1.4 /* Armor type objects */
1276 root 1.2 case ARMOUR:
1277     case HELMET:
1278     case SHIELD:
1279     case BOOTS:
1280     case GLOVES:
1281     case GIRDLE:
1282     case BRACERS:
1283     case CLOAK:
1284 root 1.4 if (ARMOUR_SPEED (op))
1285     {
1286     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1287     strcat (retbuf, buf);
1288 root 1.2 }
1289 root 1.4 if (ARMOUR_SPELLS (op))
1290     {
1291     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1292     strcat (retbuf, buf);
1293 root 1.2 }
1294 root 1.4 more_info = 1;
1295     break;
1296 root 1.2
1297     case WEAPON:
1298 root 1.4 /* Calculate it the same way fix_player does so the results
1299     * make sense.
1300     */
1301     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1302     if (i < 0)
1303     i = 0;
1304    
1305     sprintf (buf, "(weapon speed %d)", i);
1306     strcat (retbuf, buf);
1307     more_info = 1;
1308     break;
1309    
1310     }
1311     if (more_info)
1312     {
1313     if (op->stats.food)
1314     {
1315     if (op->stats.food != 0)
1316     sprintf (buf, "(sustenance%+d)", op->stats.food);
1317     strcat (retbuf, buf);
1318 root 1.2 }
1319 root 1.4 if (op->stats.grace)
1320     {
1321     sprintf (buf, "(grace%+d)", op->stats.grace);
1322     strcat (retbuf, buf);
1323 root 1.2 }
1324 root 1.4 if (op->stats.sp)
1325     {
1326     sprintf (buf, "(magic%+d)", op->stats.sp);
1327     strcat (retbuf, buf);
1328 root 1.2 }
1329 root 1.4 if (op->stats.hp)
1330     {
1331     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1332     strcat (retbuf, buf);
1333 root 1.2 }
1334     }
1335    
1336 root 1.4 if (op->stats.luck)
1337     {
1338     sprintf (buf, "(luck%+d)", op->stats.luck);
1339     strcat (retbuf, buf);
1340     }
1341     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1342     strcat (retbuf, "(lifesaving)");
1343     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1344     strcat (retbuf, "(reflect spells)");
1345     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1346     strcat (retbuf, "(reflect missiles)");
1347     if (QUERY_FLAG (op, FLAG_STEALTH))
1348     strcat (retbuf, "(stealth)");
1349     if (op->slaying != NULL && op->type != FOOD)
1350     {
1351     sprintf (buf, "(slay %s)", &op->slaying);
1352     strcat (retbuf, buf);
1353     }
1354     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1355     /* resistance on flesh is only visible for quetzals. If
1356     * non flesh, everyone can see its resistances
1357     */
1358     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1359     strcat (retbuf, describe_resistance (op, 0));
1360     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1361     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1362     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1363 elmex 1.1 }
1364    
1365 root 1.4 return retbuf;
1366 elmex 1.1 }
1367    
1368     /* Return true if the item is magical. A magical item is one that
1369     * increases/decreases any abilities, provides a resistance,
1370     * has a generic magical bonus, or is an artifact.
1371     * This function is used by detect_magic to determine if an item
1372     * should be marked as magical.
1373     */
1374    
1375 root 1.4 int
1376     is_magical (const object *op)
1377     {
1378     int i;
1379 elmex 1.1
1380 root 1.4 /* living creatures are considered non magical */
1381     if (QUERY_FLAG (op, FLAG_ALIVE))
1382     return 0;
1383 elmex 1.1
1384 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1385     if (op->title != NULL)
1386     return 1;
1387    
1388     /* Handle rings and amulets specially. If they change any of these
1389     * values, it means they are magical.
1390     */
1391     if ((op->type == AMULET || op->type == RING) &&
1392     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1393     return 1;
1394    
1395     /* Check for stealty, speed, flying, or just plain magic in the boots */
1396     /* Presume any boots that hvae a move_type are special. */
1397     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1398     return 1;
1399    
1400     /* Take care of amulet/shield that reflects spells/missiles */
1401     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1402     return 1;
1403    
1404     /* Take care of helmet of xrays */
1405     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1406     return 1;
1407    
1408     /* Potions & rods are always magical. Wands/staves are also magical,
1409     * assuming they still have any charges left.
1410     */
1411     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1412     return 1;
1413    
1414     /* if something gives a protection, either positive or negative, its magical */
1415     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1416     * so this always works out fine.
1417     */
1418     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1419     if (op->resist[i])
1420     return 1;
1421    
1422     /* Physical protection is expected on some item types, so they should
1423     * not be considered magical.
1424     */
1425     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1426     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1427     return 1;
1428    
1429     /* power crystal, spellbooks, and scrolls are always magical. */
1430     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1431     return 1;
1432    
1433     /* Check to see if it increases/decreases any stats */
1434     for (i = 0; i < NUM_STATS; i++)
1435     if (get_attr_value (&(op->stats), i) != 0)
1436     return 1;
1437    
1438     /* If it doesn't fall into any of the above categories, must
1439     * be non magical.
1440     */
1441     return 0;
1442 elmex 1.1 }
1443    
1444     /* need_identify returns true if the item should be identified. This
1445     * function really should not exist - by default, any item not identified
1446     * should need it.
1447     */
1448    
1449 root 1.4 int
1450     need_identify (const object *op)
1451     {
1452     switch (op->type)
1453     {
1454 root 1.2 case RING:
1455     case WAND:
1456     case ROD:
1457     case HORN:
1458     case SCROLL:
1459     case SKILL:
1460     case SKILLSCROLL:
1461     case SPELLBOOK:
1462     case FOOD:
1463     case POTION:
1464     case BOW:
1465     case ARROW:
1466     case WEAPON:
1467     case ARMOUR:
1468     case SHIELD:
1469     case HELMET:
1470     case AMULET:
1471     case BOOTS:
1472     case GLOVES:
1473     case BRACERS:
1474     case GIRDLE:
1475     case CONTAINER:
1476     case DRINK:
1477     case FLESH:
1478     case INORGANIC:
1479     case CLOSE_CON:
1480     case CLOAK:
1481     case GEM:
1482     case POWER_CRYSTAL:
1483     case POISON:
1484     case BOOK:
1485     case SKILL_TOOL:
1486 root 1.4 return 1;
1487 elmex 1.1 }
1488 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1489     * archetype file can be updated, and this function removed.
1490     */
1491 elmex 1.1 #if 0
1492 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1493 elmex 1.1 #endif
1494 root 1.4 return 0;
1495 elmex 1.1 }
1496    
1497     /*
1498     * Supposed to fix face-values as well here, but later.
1499     */
1500 root 1.4 void
1501     identify (object *op)
1502     {
1503     object *pl;
1504 elmex 1.1
1505 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1506     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1507     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1508    
1509     /*
1510     * We want autojoining of equal objects:
1511     */
1512     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1513     SET_FLAG (op, FLAG_KNOWN_CURSED);
1514    
1515     if (op->type == POTION)
1516     {
1517     if (op->inv && op->randomitems)
1518     op->title = op->inv->name;
1519     else if (op->arch)
1520     {
1521     op->name = op->arch->clone.name;
1522     op->name_pl = op->arch->clone.name_pl;
1523     }
1524 elmex 1.1 }
1525    
1526 root 1.4 /* If the object is on a map, make sure we update its face */
1527     if (op->map)
1528     update_object (op, UP_OBJ_FACE);
1529     else
1530     {
1531 root 1.9 pl = op->in_player ();
1532 root 1.4 if (pl)
1533     /* A lot of the values can change from an update - might as well send
1534     * it all.
1535     */
1536     esrv_send_item (pl, op);
1537 elmex 1.1 }
1538     }
1539 root 1.9