ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.19
Committed: Mon Jan 15 21:06:18 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.18: +22 -22 lines
Log Message:
comments

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.19 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26     #include <funcpoint.h>
27     #include <living.h>
28     #include <spells.h>
29    
30     /* the ordering of this is actually doesn't make a difference
31     * However, for ease of use, new entries should go at the end
32     * so those people that debug the code that get used to something
33     * being in the location 4 don't get confused.
34     *
35     * The ordering in save_name, use_name, nonuse_name.
36     * save_name is the name used to load/save it from files. It should
37     * match that of the doc/Developers/objects. The only
38     * real limitation is that it shouldn't have spaces or other characters
39     * that may mess up the match code. It must also start with body_
40     * use_name is how we describe the location if we can use it.
41     * nonuse_name is how we describe it if we can't use it. I think
42     * the values below will make it pretty clear how those work out
43     * They are basically there to make life a little easier - if a character
44     * examines an item and it says it goes on 'your arm', its pretty clear
45     * they can use it. See the last sample (commented out) for a dragon
46     * Note that using the term 'human' may not be very accurate, humanoid
47     * may be better.
48     * Basically, for the use/nonuse, the code does something like:
49     * "This item goes %s\n", with the use/nonuse values filling in the %s
50     */
51     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 root 1.7 {"body_range", "in your range slot", "in a human's range slot"},
53     {"body_arm", "on your arm", "on a human's arm"},
54     {"body_torso", "on your body", "on a human's torso"},
55     {"body_head", "on your head", "on a human's head"},
56     {"body_neck", "around your neck", "around a humans neck"},
57     {"body_skill", "in your skill slot", "in a human's skill slot"},
58     {"body_finger", "on your finger", "on a human's finger"} ,
59     {"body_shoulder", "around your shoulders", "around a human's shoulders"},
60     {"body_foot", "on your feet", "on a human's feet"},
61     {"body_hand", "on your hands", "on a human's hands"},
62     {"body_wrist", "around your wrists", "around a human's wrist"},
63     {"body_waist", "around your waist", "around a human's waist"},
64 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
65     };
66    
67     static char numbers[21][20] = {
68 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
69     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
70     "eighteen", "nineteen", "twenty"
71 elmex 1.1 };
72    
73     static char numbers_10[10][20] = {
74 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
75     "eighty", "ninety"
76 elmex 1.1 };
77    
78     static char levelnumbers[21][20] = {
79 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
80 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
81     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
82     "nineteen", "twentieth"
83     };
84    
85     static char levelnumbers_10[11][20] = {
86 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
87     "seventieth", "eightieth", "ninetieth"
88 elmex 1.1 };
89    
90     /* The following is a large table of item types, the fields are:
91     * item number, item name, item name (plural), and two numbers that are the skills
92     * used to identify them. Anytime a new item type is added or removed, this list
93     * should be altered to reflect that. The defines for the numerical values are in
94     * define.h
95     */
96     static const typedata item_types[] = {
97 root 1.4 {PLAYER, "player", "players", 0, 0},
98     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
99     {TREASURE, "treasure", "treasure", 0, 0},
100     {POTION, "potion", "potions", SK_ALCHEMY, 0},
101     {FOOD, "food", "food", SK_WOODSMAN, 0},
102     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
103     {BOOK, "book", "books", SK_LITERACY, 0},
104     {CLOCK, "clock", "clocks", 0, 0},
105     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106     {BOW, "bow", "bows", SK_BOWYER, 0},
107     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109     {PEDESTAL, "pedestal", "pedestals", 0, 0},
110     {ALTAR, "altar", "altars", 0, 0},
111     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
112     {SPECIAL_KEY, "special key", "special keys", 0, 0},
113     {MAP, "map", "maps", 0, 0},
114     {DOOR, "door", "doors", 0, 0},
115     {KEY, "key", "keys", 0, 0},
116     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
117     {TRIGGER, "trigger", "triggers", 0, 0},
118     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
119     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
120     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
121     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
122     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
123     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
124     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
125     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
126     {MONEY, "money", "money", 0, 0},
127     {CLASS, "class", "classes", 0, 0},
128     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
129     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130     {PLAYERMOVER, "player mover", "player movers", 0, 0},
131     {TELEPORTER, "teleporter", "teleporters", 0, 0},
132     {CREATOR, "creator", "creators", 0, 0},
133     {SKILL, "skill", "skills", 0, 0},
134     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
135     {GOLEM, "golem", "golems", 0, 0},
136     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
137     {BLINDNESS, "blindness", "blindness", 0, 0},
138     {GOD, "god", "gods", 0, 0},
139     {DETECTOR, "detector", "detectors", 0, 0},
140     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
141     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
142     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
143     {MARKER, "marker", "markers", 0, 0},
144     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
145     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
146     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
147     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
148     {GEM, "gem", "gems", SK_JEWELER, 0},
149     {FIREWALL, "firewall", "firewalls", 0, 0},
150     {ANVIL, "anvil", "anvils", 0, 0},
151     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
152     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
153     {EXIT, "exit", "exits", 0, 0},
154     {ENCOUNTER, "encounter", "encounters", 0, 0},
155     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
156     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
157     {RING, "ring", "rings", SK_JEWELER, 0},
158     {FLOOR, "floor", "floors", 0, 0},
159     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162     {LIGHTER, "lighter", "lighters", 0, 0},
163 elmex 1.12 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
164 root 1.4 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
165     {LAMP, "lamp", "lamps", 0, 0},
166     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
167     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
169     {SPINNER, "spinner", "spinners", 0, 0},
170     {GATE, "gate", "gates", 0, 0},
171     {BUTTON, "button", "buttons", 0, 0},
172     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
173     {HOLE, "hole", "holes", 0, 0},
174     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
175     {SIGN, "sign", "signs", 0, 0},
176     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
177     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
178     {SPELL, "spell", "spells", 0, 0},
179     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
180     {CONVERTER, "converter", "converters", 0, 0},
181     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
182     {POISONING, "poisoning", "poisonings", 0, 0},
183     {SAVEBED, "savebed", "savebeds", 0, 0},
184     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
185     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
186     {DIRECTOR, "director", "directors", 0, 0},
187     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
188     {FORCE, "force", "forces", 0, 0},
189     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
190     {CLOSE_CON, "closed container", "closed container", 0, 0},
191     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
192     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
193     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
194     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
195     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
196     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
197     {MENU, "inventory list", "inventory lists", 0, 0},
198     {RUNE, "rune", "runes", 0, 0},
199     {TRAP, "trap", "traps", 0, 0},
200     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
201     {CORPSE, "corpse", "corpses", 0, 0},
202     {DISEASE, "disease", "diseases", 0, 0},
203     {SYMPTOM, "symptom", "symptoms", 0, 0},
204     {BUILDER, "item builder", "item builders", 0, 0},
205     {MATERIAL, "building material", "building materials", 0, 0},
206     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
207 elmex 1.1 };
208    
209 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
210 elmex 1.1
211     materialtype_t *materialt;
212    
213     /*
214     materialtype material[NROFMATERIALS] = {
215     * P M F E C C A D W G P S P T F C D D C C G H B I *
216     * H A I L O O C R E H O L A U E A E E H O O O L N *
217     * Y G R E L N I A A O I O R R A N P A A U D L I T *
218     * S I E C D F D I P S S W A N R C L T O N Y N R *
219     * I C T U N O T O L E E H S T P D N *
220     {"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}},
221     {"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}},
222     {"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}},
223     {"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}},
224     {"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}},
225     {"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}},
226     {"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}},
227     {"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}},
228     {"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}},
229     {"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}},
230     {"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}},
231     {"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}},
232     {"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}}
233     };
234     */
235    
236     /* This curve may be too steep. But the point is that there should
237     * be tough choices - there is no real point to this if everyone can
238     * wear whatever they want with no worries. Perhaps having the steep
239     * curve is good (maybe even steeper), but allowing players to
240     * have 2 * level instead. Ideally, top level characters should only be
241     * able to use 2-3 of the most powerful items.
242     * note that this table is only really used for program generated items -
243     * custom objects can use whatever they want.
244     */
245     static int enc_to_item_power[21] = {
246 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
247     5, 7, 9, 11, 13, /* 10 */
248     15, 18, 21, 24, 27, /* 15 */
249     30, 35, 40, 45, 50 /* 20 */
250 elmex 1.1 };
251    
252 root 1.4 int
253     get_power_from_ench (int ench)
254 elmex 1.1 {
255 root 1.4 if (ench < 0)
256     ench = 0;
257     if (ench > 20)
258     ench = 20;
259     return enc_to_item_power[ench];
260 elmex 1.1 }
261    
262     /* This takes an object 'op' and figures out what its item_power
263     * rating should be. This should only really be used by the treasure
264     * generation code, and when loading legacy objects. It returns
265     * the item_power it calculates.
266     * If flag is 1, we return the number of enchantment, and not the
267     * the power. This is used in the treasure code.
268     */
269 root 1.4 int
270     calc_item_power (const object *op, int flag)
271 elmex 1.1 {
272 root 1.4 int i, tmp, enc;
273 elmex 1.1
274 root 1.4 enc = 0;
275     for (i = 0; i < NUM_STATS; i++)
276     enc += get_attr_value (&op->stats, i);
277    
278     /* This protection logic is pretty flawed. 20% fire resistance
279     * is much more valuable than 20% confusion, or 20% slow, or
280     * several others. Start at 1 - ignore physical - all that normal
281     * armour shouldn't be counted against
282     */
283     tmp = 0;
284     for (i = 1; i < NROFATTACKS; i++)
285     tmp += op->resist[i];
286    
287     /* Add/substract 10 so that the rounding works out right */
288     if (tmp > 0)
289     enc += (tmp + 10) / 20;
290     else if (tmp < 0)
291     enc += (tmp - 10) / 20;
292    
293     enc += op->magic;
294    
295     /* For each attacktype a weapon has, one more encantment. Start at 1 -
296     * physical doesn't count against total.
297     */
298     if (op->type == WEAPON)
299     {
300     for (i = 1; i < NROFATTACKS; i++)
301     if (op->attacktype & (1 << i))
302     enc++;
303     if (op->slaying)
304     enc += 2; /* What it slays is probably more relevent */
305     }
306     /* Items the player can equip */
307     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308     (op->type == SHIELD) || (op->type == RING) ||
309     (op->type == BOOTS) || (op->type == GLOVES) ||
310     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
311     {
312     enc += op->stats.food; /* sustenance */
313     enc += op->stats.hp; /* hp regen */
314     enc += op->stats.sp; /* mana regen */
315     enc += op->stats.grace; /* grace regen */
316     enc += op->stats.exp; /* speed bonus */
317     }
318     enc += op->stats.luck;
319    
320     /* Do spell paths now */
321     for (i = 1; i < NRSPELLPATHS; i++)
322     {
323     if (op->path_attuned & (1 << i))
324     enc++;
325     else if (op->path_denied & (1 << i))
326     enc -= 2;
327     else if (op->path_repelled & (1 << i))
328     enc--;
329     }
330    
331     if (QUERY_FLAG (op, FLAG_LIFESAVE))
332     enc += 5;
333     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
334     enc += 3;
335     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
336     enc += 2;
337     if (QUERY_FLAG (op, FLAG_STEALTH))
338     enc += 1;
339     if (QUERY_FLAG (op, FLAG_XRAYS))
340     enc += 2;
341     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342     enc += 1;
343     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344     enc += 1;
345 elmex 1.1
346 root 1.4 return get_power_from_ench (enc);
347 elmex 1.1
348     }
349    
350     /* returns the typedata that has a number equal to itemtype, if there
351     * isn't one, returns NULL */
352    
353 root 1.4 const typedata *
354     get_typedata (int itemtype)
355     {
356     int i;
357    
358     for (i = 0; i < item_types_size; i++)
359     if (item_types[i].number == itemtype)
360     return &item_types[i];
361     return NULL;
362 elmex 1.1 }
363    
364     /* returns the typedata that has a name equal to itemtype, if there
365     * isn't one, return the plural name that matches, if there still isn't
366     * one return NULL */
367    
368 root 1.4 const typedata *
369     get_typedata_by_name (const char *name)
370     {
371     int i;
372    
373     for (i = 0; i < item_types_size; i++)
374     if (!strcmp (item_types[i].name, name))
375     return &item_types[i];
376     for (i = 0; i < item_types_size; i++)
377     if (!strcmp (item_types[i].name_pl, name))
378     {
379     LOG (llevInfo,
380     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
381     return &item_types[i];
382     }
383     return NULL;
384 elmex 1.1 }
385 root 1.4
386 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
387     * returns a static array of the description. This can return
388     * a big buffer.
389     * if newline is true, we don't put parens around the description
390     * but do put a newline at the end. Useful when dumping to files
391     */
392 root 1.4 char *
393     describe_resistance (const object *op, int newline)
394 elmex 1.1 {
395 root 1.4 static char buf[VERY_BIG_BUF];
396     char buf1[VERY_BIG_BUF];
397     int tmpvar;
398    
399     buf[0] = 0;
400     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
401     {
402     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
403     {
404     if (!newline)
405     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
406     else
407     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
408 elmex 1.1
409 root 1.4 strcat (buf, buf1);
410     }
411 elmex 1.1 }
412 root 1.4 return buf;
413 elmex 1.1 }
414    
415    
416     /*
417     * query_weight(object) returns a character pointer to a static buffer
418     * containing the text-representation of the weight of the given object.
419     * The buffer will be overwritten by the next call to query_weight().
420     */
421    
422 root 1.4 char *
423     query_weight (const object *op)
424     {
425 elmex 1.1 static char buf[10];
426 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
427 elmex 1.1
428 root 1.4 if (op->weight < 0)
429 elmex 1.1 return " ";
430 root 1.4 if (i % 1000)
431     sprintf (buf, "%6.1f", i / 1000.0);
432 elmex 1.1 else
433 root 1.4 sprintf (buf, "%4d ", i / 1000);
434 elmex 1.1 return buf;
435     }
436    
437     /*
438     * Returns the pointer to a static buffer containing
439     * the number requested (of the form first, second, third...)
440     */
441    
442 root 1.4 char *
443     get_levelnumber (int i)
444     {
445 elmex 1.1 static char buf[MAX_BUF];
446 root 1.4
447     if (i > 99)
448     {
449     sprintf (buf, "%d.", i);
450     return buf;
451     }
452     if (i < 21)
453 elmex 1.1 return levelnumbers[i];
454 root 1.4 if (!(i % 10))
455     return levelnumbers_10[i / 10];
456     strcpy (buf, numbers_10[i / 10]);
457     strcat (buf, levelnumbers[i % 10]);
458 elmex 1.1 return buf;
459     }
460    
461    
462     /*
463     * get_number(integer) returns the text-representation of the given number
464     * in a static buffer. The buffer might be overwritten at the next
465     * call to get_number().
466     * It is currently only used by the query_name() function.
467     */
468    
469 root 1.4 char *
470     get_number (int i)
471     {
472     if (i <= 20)
473 elmex 1.1 return numbers[i];
474 root 1.4 else
475     {
476     static char buf[MAX_BUF];
477    
478     sprintf (buf, "%d", i);
479     return buf;
480     }
481 elmex 1.1 }
482    
483     /*
484     * Returns pointer to static buffer containing ring's or amulet's
485     * abilities
486     * These are taken from old query_name(), but it would work better
487     * if describle_item() would be called to get this information and
488     * caller would handle FULL_RING_DESCRIPTION definition.
489     * Or make FULL_RING_DESCRIPTION standard part of a game and let
490     * client handle names.
491     */
492 root 1.4
493 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
494     * from stats.sp - b.t.
495     */
496 root 1.4 char *
497     ring_desc (const object *op)
498 elmex 1.1 {
499 root 1.4 static char buf[VERY_BIG_BUF];
500     int attr, val, len;
501 elmex 1.1
502 root 1.4 buf[0] = 0;
503 elmex 1.1
504 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
505 elmex 1.1 return buf;
506 root 1.4
507     for (attr = 0; attr < NUM_STATS; attr++)
508     {
509     if ((val = get_attr_value (&(op->stats), attr)) != 0)
510     {
511     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
512     }
513     }
514     if (op->stats.exp)
515     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
516     if (op->stats.wc)
517     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
518     if (op->stats.dam)
519     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
520     if (op->stats.ac)
521     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
522    
523     strcat (buf, describe_resistance (op, 0));
524    
525     if (op->stats.food != 0)
526     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
527     /* else if (op->stats.food < 0)
528     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
529     if (op->stats.grace)
530     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
531     if (op->stats.sp && op->type != SKILL)
532     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
533     if (op->stats.hp)
534     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
535     if (op->stats.luck)
536     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
537     if (QUERY_FLAG (op, FLAG_LIFESAVE))
538     strcat (buf, "(lifesaving)");
539     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
540     strcat (buf, "(reflect spells)");
541     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
542     strcat (buf, "(reflect missiles)");
543     if (QUERY_FLAG (op, FLAG_STEALTH))
544     strcat (buf, "(stealth)");
545     /* Shorten some of the names, so they appear better in the windows */
546     len = strlen (buf);
547     DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
548     DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
549     DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550    
551     /* if(op->item_power)
552     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
553     */
554     if (buf[0] == 0 && op->type != SKILL)
555     strcpy (buf, "of adornment");
556    
557    
558     return buf;
559 elmex 1.1 }
560    
561     /*
562     * query_short_name(object) is similar to query_name, but doesn't
563     * contain any information about object status (worn/cursed/etc.)
564     */
565 root 1.4 const char *
566     query_short_name (const object *op)
567 elmex 1.1 {
568 root 1.4 static char buf[HUGE_BUF];
569     char buf2[HUGE_BUF];
570     int len = 0;
571    
572     if (op->name == NULL)
573     return "(null)";
574 root 1.5
575 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
576     return op->name; /* To speed things up (or make things slower?) */
577    
578     if (op->nrof <= 1)
579     safe_strcat (buf, op->name, &len, HUGE_BUF);
580     else
581     safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582    
583     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584     {
585     safe_strcat (buf, " ", &len, HUGE_BUF);
586     safe_strcat (buf, op->title, &len, HUGE_BUF);
587 elmex 1.1 }
588    
589 root 1.4 switch (op->type)
590     {
591 root 1.2 case SPELLBOOK:
592     case SCROLL:
593     case WAND:
594     case ROD:
595 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596     {
597     if (!op->title)
598     {
599     safe_strcat (buf, " of ", &len, HUGE_BUF);
600     if (op->inv)
601     safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
602     else
603     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
604 root 1.2 }
605 root 1.4 if (op->type != SPELLBOOK)
606     {
607     sprintf (buf2, " (lvl %d)", op->level);
608     safe_strcat (buf, buf2, &len, HUGE_BUF);
609 root 1.2 }
610     }
611 root 1.4 break;
612 elmex 1.1
613 root 1.4 case SKILL:
614     case AMULET:
615     case RING:
616     if (!op->title)
617     {
618     /* If ring has a title, full description isn't so useful */
619     char *s = ring_desc (op);
620    
621     if (s[0])
622     {
623     safe_strcat (buf, " ", &len, HUGE_BUF);
624     safe_strcat (buf, s, &len, HUGE_BUF);
625     }
626     }
627     break;
628     default:
629     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630     {
631     sprintf (buf2, " %+d", op->magic);
632     safe_strcat (buf, buf2, &len, HUGE_BUF);
633 root 1.2 }
634 elmex 1.1 }
635 root 1.4 return buf;
636 elmex 1.1 }
637    
638     /*
639     * query_name(object) returns a character pointer pointing to a static
640     * buffer which contains a verbose textual representation of the name
641     * of the given object.
642     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
643     * you can make several calls to query_name before the bufs start getting
644     * overwritten. This may be a bad thing (it may be easier to assume the value
645     * returned is good forever.) However, it makes printing statements that
646     * use several names much easier (don't need to store them to temp variables.)
647     *
648     */
649 root 1.4 char *
650     query_name (const object *op)
651     {
652     static char buf[5][HUGE_BUF];
653     static int use_buf = 0;
654     int len = 0;
655    
656 elmex 1.1 #ifdef NEW_MATERIAL_CODE
657 root 1.4 materialtype_t *mt;
658 elmex 1.1 #endif
659    
660 root 1.4 use_buf++;
661     use_buf %= 5;
662 elmex 1.1
663     #ifdef NEW_MATERIAL_CODE
664 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 root 1.4 {
666     mt = name_to_material (op->materialname);
667     if (mt)
668     {
669     safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670     safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 root 1.2 }
672 elmex 1.1 }
673     #endif
674    
675 root 1.4 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
676 elmex 1.1
677 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678     safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
679     if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
680     safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
681    
682     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683     {
684     if (QUERY_FLAG (op, FLAG_DAMNED))
685     safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
686     else if (QUERY_FLAG (op, FLAG_CURSED))
687     safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
688     }
689     /* Basically, if the object is known magical (detect magic spell on it),
690     * and it isn't identified, print out the fact that
691     * it is magical. Assume that the detect magical spell will only set
692     * KNOWN_MAGICAL if the item actually is magical.
693     *
694     * Changed in V 0.91.4 - still print that the object is magical even
695     * if it has been applied. Equipping an item does not tell full
696     * abilities, especially for artifact items.
697     */
698     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
699     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
700 elmex 1.1
701     #if 0
702 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
703     * be returned in the name.
704     */
705     if (op->item_power)
706     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
707 elmex 1.1
708     #endif
709    
710 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
711     {
712     switch (op->type)
713     {
714     case BOW:
715     case WAND:
716     case ROD:
717     case HORN:
718     safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
719     break;
720     case WEAPON:
721     safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
722     break;
723     case ARMOUR:
724     case HELMET:
725     case SHIELD:
726     case RING:
727     case BOOTS:
728     case GLOVES:
729     case AMULET:
730     case GIRDLE:
731     case BRACERS:
732     case CLOAK:
733     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
734     break;
735     case CONTAINER:
736     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
737     break;
738     case SKILL:
739     default:
740     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
741 root 1.2 }
742 elmex 1.1 }
743 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
744     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
745 elmex 1.1
746 root 1.4 return buf[use_buf];
747 elmex 1.1 }
748    
749     /*
750     * query_base_name(object) returns a character pointer pointing to a static
751     * buffer which contains a verbose textual representation of the name
752     * of the given object. The buffer will be overwritten at the next
753     * call to query_base_name(). This is a lot like query_name, but we
754     * don't include the item count or item status. Used for inventory sorting
755     * and sending to client.
756     * If plural is set, we generate the plural name of this.
757     */
758 root 1.4 const char *
759     query_base_name (const object *op, int plural)
760     {
761     static char buf[MAX_BUF], buf2[MAX_BUF];
762     int len;
763     materialtype_t *mt;
764 elmex 1.1
765 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
766     return "(null)";
767 elmex 1.1
768 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769     return op->name; /* To speed things up (or make things slower?) */
770 elmex 1.1
771 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 root 1.4 mt = name_to_material (op->materialname);
773 elmex 1.1
774     #ifdef NEW_MATERIAL_CODE
775 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 root 1.4 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777     {
778     strcpy (buf, mt->description);
779     len = strlen (buf);
780     safe_strcat (buf, " ", &len, MAX_BUF);
781     if (!plural)
782     safe_strcat (buf, op->name, &len, MAX_BUF);
783     else
784     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785     }
786     else
787     {
788 elmex 1.1 #endif
789 root 1.4 if (!plural)
790     strcpy (buf, op->name);
791     else
792     strcpy (buf, op->name_pl);
793     len = strlen (buf);
794 elmex 1.1 #ifdef NEW_MATERIAL_CODE
795     }
796     #endif
797    
798 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
799     {
800     safe_strcat (buf, " ", &len, MAX_BUF);
801     safe_strcat (buf, op->title, &len, MAX_BUF);
802 elmex 1.1 }
803    
804 root 1.4 switch (op->type)
805     {
806 root 1.2 case SPELLBOOK:
807     case SCROLL:
808     case WAND:
809     case ROD:
810 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
811     {
812     if (!op->title)
813     {
814     safe_strcat (buf, " of ", &len, MAX_BUF);
815     if (op->inv)
816     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
817     else
818     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
819 root 1.2 }
820 root 1.4 if (op->type != SPELLBOOK)
821     {
822     sprintf (buf2, " (lvl %d)", op->level);
823     safe_strcat (buf, buf2, &len, MAX_BUF);
824 root 1.2 }
825     }
826 root 1.4 break;
827 elmex 1.1
828    
829 root 1.4 case SKILL:
830     case AMULET:
831     case RING:
832     if (!op->title)
833     {
834     /* If ring has a title, full description isn't so useful */
835     char *s = ring_desc (op);
836    
837     if (s[0])
838     {
839     safe_strcat (buf, " ", &len, MAX_BUF);
840     safe_strcat (buf, s, &len, MAX_BUF);
841     }
842     }
843     break;
844     default:
845     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
846     {
847     sprintf (buf + strlen (buf), " %+d", op->magic);
848 root 1.2 }
849 elmex 1.1 }
850 root 1.4 return buf;
851 elmex 1.1 }
852    
853     /* Break this off from describe_item - that function was way
854     * too long, making it difficult to read. This function deals
855     * with describing the monsters & players abilities. It should only
856     * be called with monster & player objects. Returns a description
857     * in a static buffer.
858     */
859    
860 root 1.4 static char *
861     describe_monster (const object *op)
862     {
863     char buf[MAX_BUF];
864     static char retbuf[VERY_BIG_BUF];
865     int i;
866    
867     retbuf[0] = '\0';
868    
869     /* Note that the resolution this provides for players really isn't
870     * very good. Any player with a speed greater than .67 will
871     * fall into the 'lightning fast movement' category.
872     */
873 elmex 1.16 if (op->has_active_speed ())
874 root 1.4 {
875     switch ((int) ((FABS (op->speed)) * 15))
876     {
877 root 1.2 case 0:
878 root 1.4 strcat (retbuf, "(very slow movement)");
879     break;
880 root 1.2 case 1:
881 root 1.4 strcat (retbuf, "(slow movement)");
882     break;
883 root 1.2 case 2:
884 root 1.4 strcat (retbuf, "(normal movement)");
885     break;
886 root 1.2 case 3:
887     case 4:
888 root 1.4 strcat (retbuf, "(fast movement)");
889     break;
890 root 1.2 case 5:
891     case 6:
892 root 1.4 strcat (retbuf, "(very fast movement)");
893     break;
894 root 1.2 case 7:
895     case 8:
896     case 9:
897     case 10:
898 root 1.4 strcat (retbuf, "(extremely fast movement)");
899     break;
900 root 1.2 default:
901 root 1.4 strcat (retbuf, "(lightning fast movement)");
902     break;
903 root 1.2 }
904 elmex 1.1 }
905 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
906     strcat (retbuf, "(undead)");
907     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
908     strcat (retbuf, "(see invisible)");
909     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
910     strcat (retbuf, "(wield weapon)");
911     if (QUERY_FLAG (op, FLAG_USE_BOW))
912     strcat (retbuf, "(archer)");
913     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
914     strcat (retbuf, "(wear armour)");
915     if (QUERY_FLAG (op, FLAG_USE_RING))
916     strcat (retbuf, "(wear ring)");
917     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
918     strcat (retbuf, "(read scroll)");
919     if (QUERY_FLAG (op, FLAG_USE_RANGE))
920     strcat (retbuf, "(fires wand/rod/horn)");
921     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
922     strcat (retbuf, "(skill user)");
923     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
924     strcat (retbuf, "(spellcaster)");
925     if (QUERY_FLAG (op, FLAG_FRIENDLY))
926     strcat (retbuf, "(friendly)");
927     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
928     strcat (retbuf, "(unaggressive)");
929     if (QUERY_FLAG (op, FLAG_HITBACK))
930     strcat (retbuf, "(hitback)");
931     if (QUERY_FLAG (op, FLAG_STEALTH))
932     strcat (retbuf, "(stealthy)");
933     if (op->randomitems != NULL)
934     {
935     treasure *t;
936     int first = 1;
937    
938     for (t = op->randomitems->items; t != NULL; t = t->next)
939 elmex 1.17 if (t->item && t->item->clone.type == SPELL)
940 root 1.4 {
941     if (first)
942     {
943     first = 0;
944     strcat (retbuf, "(Spell abilities:)");
945     }
946     strcat (retbuf, "(");
947     strcat (retbuf, t->item->clone.name);
948     strcat (retbuf, ")");
949     }
950     }
951     if (op->type == PLAYER)
952     {
953     if (op->contr->digestion)
954     {
955     if (op->contr->digestion != 0)
956     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
957     strcat (retbuf, buf);
958     }
959     if (op->contr->gen_grace)
960     {
961     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
962     strcat (retbuf, buf);
963     }
964     if (op->contr->gen_sp)
965     {
966     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
967     strcat (retbuf, buf);
968     }
969     if (op->contr->gen_hp)
970     {
971     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
972     strcat (retbuf, buf);
973     }
974     if (op->stats.luck)
975     {
976     sprintf (buf, "(luck%+d)", op->stats.luck);
977     strcat (retbuf, buf);
978     }
979 elmex 1.1 }
980 root 1.4
981     /* describe attacktypes */
982     if (is_dragon_pl (op))
983     {
984     /* for dragon players display the attacktypes from clawing skill
985     * Break apart the for loop - move the comparison checking down -
986     * this makes it more readable.
987     */
988     object *tmp;
989    
990     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
991     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
992     break;
993    
994     if (tmp && tmp->attacktype != 0)
995     {
996     DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
997     }
998     else
999     {
1000     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1001 root 1.2 }
1002 elmex 1.1 }
1003 root 1.4 else
1004     {
1005     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1006     }
1007     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1008     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1009     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1010     for (i = 0; i < NROFATTACKS; i++)
1011     {
1012     if (op->resist[i])
1013     {
1014     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1015     strcat (retbuf, buf);
1016 root 1.2 }
1017 elmex 1.1 }
1018 root 1.4 return retbuf;
1019 elmex 1.1 }
1020    
1021    
1022     /*
1023     * Returns a pointer to a static buffer which contains a
1024     * description of the given object.
1025     * If it is a monster, lots of information about its abilities
1026     * will be returned.
1027     * If it is an item, lots of information about which abilities
1028     * will be gained about its user will be returned.
1029     * If it is a player, it writes out the current abilities
1030     * of the player, which is usually gained by the items applied.
1031     * It would be really handy to actually pass another object
1032     * pointer on who is examining this object. Then, you could reveal
1033     * certain information depending on what the examiner knows, eg,
1034     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1035     * a dragon player examining food. Could have things like
1036     * a dwarven axe, in which the full abilities are only known to
1037     * dwarves, etc.
1038     *
1039     * This function is really much more complicated than it should
1040     * be, because different objects have different meanings
1041     * for the same field (eg, wands use 'food' for charges). This
1042     * means these special cases need to be worked out.
1043     *
1044     * Add 'owner' who is the person examining this object.
1045     * owner can be null if no one is being associated with this
1046     * item (eg, debug dump or the like)
1047     */
1048    
1049 root 1.4 char *
1050     describe_item (const object *op, object *owner)
1051     {
1052     char buf[MAX_BUF];
1053     static char retbuf[VERY_BIG_BUF];
1054     int identified, i;
1055    
1056     retbuf[0] = '\0';
1057     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1058     {
1059     return describe_monster (op);
1060     }
1061     /* figure this out once, instead of making multiple calls to need_identify.
1062     * also makes the code easier to read.
1063     */
1064     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1065     identified = 1;
1066     else
1067     {
1068     strcpy (retbuf, "(unidentified)");
1069     identified = 0;
1070 elmex 1.1 }
1071 root 1.4 switch (op->type)
1072     {
1073 root 1.2 case BOW:
1074     case ARROW:
1075     case WAND:
1076     case ROD:
1077     case HORN:
1078     case WEAPON:
1079     case ARMOUR:
1080     case HELMET:
1081     case SHIELD:
1082     case BOOTS:
1083     case GLOVES:
1084     case GIRDLE:
1085     case BRACERS:
1086     case CLOAK:
1087     case SKILL_TOOL:
1088 root 1.4 break; /* We have more information to do below this switch */
1089 root 1.2
1090     case POWER_CRYSTAL:
1091 root 1.4 if (op->stats.maxsp > 1000)
1092     { /*higher capacity crystals */
1093     i = (op->stats.maxsp % 100) / 10;
1094     if (i)
1095     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1096     else
1097     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1098     }
1099     else
1100     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1101     strcat (retbuf, buf);
1102     i = (op->stats.sp * 10) / op->stats.maxsp;
1103     if (op->stats.sp == 0)
1104     strcat (retbuf, "empty.");
1105     else if (i == 0)
1106     strcat (retbuf, "almost empty.");
1107     else if (i < 3)
1108     strcat (retbuf, "partially filled.");
1109     else if (i < 6)
1110     strcat (retbuf, "half full.");
1111     else if (i < 9)
1112     strcat (retbuf, "well charged.");
1113     else if (op->stats.sp == op->stats.maxsp)
1114     strcat (retbuf, "fully charged.");
1115     else
1116     strcat (retbuf, "almost full.");
1117     break;
1118 root 1.2 case FOOD:
1119     case FLESH:
1120     case DRINK:
1121 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1122     {
1123     sprintf (buf, "(food+%d)", op->stats.food);
1124     strcat (retbuf, buf);
1125    
1126     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1127     {
1128     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1129     strcat (retbuf, buf);
1130 root 1.2 }
1131 root 1.4
1132     if (!QUERY_FLAG (op, FLAG_CURSED))
1133     {
1134     if (op->stats.hp)
1135     strcat (retbuf, "(heals)");
1136     if (op->stats.sp)
1137     strcat (retbuf, "(spellpoint regen)");
1138 root 1.2 }
1139 root 1.4 else
1140     {
1141     if (op->stats.hp)
1142     strcat (retbuf, "(damages)");
1143     if (op->stats.sp)
1144     strcat (retbuf, "(spellpoint depletion)");
1145 root 1.2 }
1146     }
1147 root 1.4 break;
1148 root 1.2
1149    
1150     case SKILL:
1151     case RING:
1152     case AMULET:
1153 root 1.4 if (op->item_power)
1154     {
1155     sprintf (buf, "(item_power %+d)", op->item_power);
1156     strcat (retbuf, buf);
1157 root 1.2 }
1158 root 1.4 if (op->title)
1159     strcat (retbuf, ring_desc (op));
1160     return retbuf;
1161 elmex 1.1
1162 root 1.2 default:
1163 root 1.4 return retbuf;
1164 elmex 1.1 }
1165    
1166 root 1.4 /* Down here, we more further describe equipment type items.
1167     * only describe them if they have been identified or the like.
1168     */
1169     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1170     {
1171     int attr, val;
1172    
1173     for (attr = 0; attr < NUM_STATS; attr++)
1174     {
1175     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1176     {
1177     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1178     strcat (retbuf, buf);
1179 root 1.2 }
1180     }
1181    
1182 root 1.4 if (op->stats.exp)
1183     {
1184     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1185     strcat (retbuf, buf);
1186 root 1.2 }
1187    
1188    
1189 root 1.4 switch (op->type)
1190     {
1191 root 1.2 case BOW:
1192     case ARROW:
1193     case GIRDLE:
1194     case HELMET:
1195     case SHIELD:
1196     case BOOTS:
1197     case GLOVES:
1198     case WEAPON:
1199     case SKILL:
1200     case RING:
1201     case AMULET:
1202     case ARMOUR:
1203     case BRACERS:
1204     case FORCE:
1205     case CLOAK:
1206 root 1.4 if (op->stats.wc)
1207     {
1208     sprintf (buf, "(wc%+d)", op->stats.wc);
1209     strcat (retbuf, buf);
1210 root 1.2 }
1211 root 1.4 if (op->stats.dam)
1212     {
1213     sprintf (buf, "(dam%+d)", op->stats.dam);
1214     strcat (retbuf, buf);
1215 root 1.2 }
1216 root 1.4 if (op->stats.ac)
1217     {
1218     sprintf (buf, "(ac%+d)", op->stats.ac);
1219     strcat (retbuf, buf);
1220 root 1.2 }
1221 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1222     {
1223     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1224     strcat (retbuf, buf);
1225 root 1.2 }
1226 root 1.4 break;
1227 root 1.2
1228 root 1.4 default:
1229     break;
1230 root 1.2 }
1231 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1232     strcat (retbuf, "(xray-vision)");
1233     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1234     strcat (retbuf, "(infravision)");
1235    
1236     /* levitate was what is was before, so we'll keep it */
1237     if (op->move_type & MOVE_FLY_LOW)
1238     strcat (retbuf, "(levitate)");
1239    
1240     if (op->move_type & MOVE_FLY_HIGH)
1241     strcat (retbuf, "(fly)");
1242    
1243     if (op->move_type & MOVE_SWIM)
1244     strcat (retbuf, "(swim)");
1245    
1246     /* walking is presumed as 'normal', so doesn't need mentioning */
1247    
1248     if (op->item_power)
1249     {
1250     sprintf (buf, "(item_power %+d)", op->item_power);
1251     strcat (retbuf, buf);
1252     }
1253     } /* End if identified or applied */
1254    
1255     /* This blocks only deals with fully identified object.
1256     * it is intentional that this is not an 'else' from a above -
1257     * in this way, information is added.
1258     */
1259     if (identified)
1260     {
1261     int more_info = 0;
1262    
1263     switch (op->type)
1264     {
1265     case ROD: /* These use stats.sp for spell selection and stats.food */
1266     case HORN: /* and stats.hp for spell-point regeneration... */
1267 root 1.2 case BOW:
1268     case ARROW:
1269     case WAND:
1270     case FOOD:
1271     case FLESH:
1272     case DRINK:
1273 root 1.4 more_info = 0;
1274     break;
1275 root 1.2
1276 root 1.4 /* Armor type objects */
1277 root 1.2 case ARMOUR:
1278     case HELMET:
1279     case SHIELD:
1280     case BOOTS:
1281     case GLOVES:
1282     case GIRDLE:
1283     case BRACERS:
1284     case CLOAK:
1285 root 1.4 if (ARMOUR_SPEED (op))
1286     {
1287     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1288     strcat (retbuf, buf);
1289 root 1.2 }
1290 root 1.4 if (ARMOUR_SPELLS (op))
1291     {
1292     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1293     strcat (retbuf, buf);
1294 root 1.2 }
1295 root 1.4 more_info = 1;
1296     break;
1297 root 1.2
1298     case WEAPON:
1299 root 1.4 /* Calculate it the same way fix_player does so the results
1300     * make sense.
1301     */
1302     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1303     if (i < 0)
1304     i = 0;
1305    
1306     sprintf (buf, "(weapon speed %d)", i);
1307     strcat (retbuf, buf);
1308     more_info = 1;
1309     break;
1310    
1311     }
1312     if (more_info)
1313     {
1314     if (op->stats.food)
1315     {
1316     if (op->stats.food != 0)
1317     sprintf (buf, "(sustenance%+d)", op->stats.food);
1318     strcat (retbuf, buf);
1319 root 1.2 }
1320 root 1.4 if (op->stats.grace)
1321     {
1322     sprintf (buf, "(grace%+d)", op->stats.grace);
1323     strcat (retbuf, buf);
1324 root 1.2 }
1325 root 1.4 if (op->stats.sp)
1326     {
1327     sprintf (buf, "(magic%+d)", op->stats.sp);
1328     strcat (retbuf, buf);
1329 root 1.2 }
1330 root 1.4 if (op->stats.hp)
1331     {
1332     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1333     strcat (retbuf, buf);
1334 root 1.2 }
1335     }
1336    
1337 root 1.4 if (op->stats.luck)
1338     {
1339     sprintf (buf, "(luck%+d)", op->stats.luck);
1340     strcat (retbuf, buf);
1341     }
1342     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1343     strcat (retbuf, "(lifesaving)");
1344     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1345     strcat (retbuf, "(reflect spells)");
1346     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1347     strcat (retbuf, "(reflect missiles)");
1348     if (QUERY_FLAG (op, FLAG_STEALTH))
1349     strcat (retbuf, "(stealth)");
1350     if (op->slaying != NULL && op->type != FOOD)
1351     {
1352     sprintf (buf, "(slay %s)", &op->slaying);
1353     strcat (retbuf, buf);
1354     }
1355     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1356     /* resistance on flesh is only visible for quetzals. If
1357     * non flesh, everyone can see its resistances
1358     */
1359     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1360     strcat (retbuf, describe_resistance (op, 0));
1361     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1362     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1363     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1364 elmex 1.1 }
1365    
1366 root 1.4 return retbuf;
1367 elmex 1.1 }
1368    
1369     /* Return true if the item is magical. A magical item is one that
1370     * increases/decreases any abilities, provides a resistance,
1371     * has a generic magical bonus, or is an artifact.
1372     * This function is used by detect_magic to determine if an item
1373     * should be marked as magical.
1374     */
1375    
1376 root 1.4 int
1377     is_magical (const object *op)
1378     {
1379     int i;
1380 elmex 1.1
1381 root 1.4 /* living creatures are considered non magical */
1382     if (QUERY_FLAG (op, FLAG_ALIVE))
1383     return 0;
1384 elmex 1.1
1385 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1386     if (op->title != NULL)
1387     return 1;
1388    
1389     /* Handle rings and amulets specially. If they change any of these
1390     * values, it means they are magical.
1391     */
1392     if ((op->type == AMULET || op->type == RING) &&
1393     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1394     return 1;
1395    
1396     /* Check for stealty, speed, flying, or just plain magic in the boots */
1397     /* Presume any boots that hvae a move_type are special. */
1398     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1399     return 1;
1400    
1401     /* Take care of amulet/shield that reflects spells/missiles */
1402     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1403     return 1;
1404    
1405     /* Take care of helmet of xrays */
1406     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1407     return 1;
1408    
1409     /* Potions & rods are always magical. Wands/staves are also magical,
1410     * assuming they still have any charges left.
1411     */
1412     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1413     return 1;
1414    
1415     /* if something gives a protection, either positive or negative, its magical */
1416     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1417     * so this always works out fine.
1418     */
1419     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1420     if (op->resist[i])
1421     return 1;
1422    
1423     /* Physical protection is expected on some item types, so they should
1424     * not be considered magical.
1425     */
1426     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1427     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1428     return 1;
1429    
1430     /* power crystal, spellbooks, and scrolls are always magical. */
1431     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1432     return 1;
1433    
1434     /* Check to see if it increases/decreases any stats */
1435     for (i = 0; i < NUM_STATS; i++)
1436     if (get_attr_value (&(op->stats), i) != 0)
1437     return 1;
1438    
1439     /* If it doesn't fall into any of the above categories, must
1440     * be non magical.
1441     */
1442     return 0;
1443 elmex 1.1 }
1444    
1445     /* need_identify returns true if the item should be identified. This
1446     * function really should not exist - by default, any item not identified
1447     * should need it.
1448     */
1449    
1450 root 1.4 int
1451     need_identify (const object *op)
1452     {
1453     switch (op->type)
1454     {
1455 root 1.2 case RING:
1456     case WAND:
1457     case ROD:
1458     case HORN:
1459     case SCROLL:
1460     case SKILL:
1461     case SKILLSCROLL:
1462     case SPELLBOOK:
1463     case FOOD:
1464     case POTION:
1465     case BOW:
1466     case ARROW:
1467     case WEAPON:
1468     case ARMOUR:
1469     case SHIELD:
1470     case HELMET:
1471     case AMULET:
1472     case BOOTS:
1473     case GLOVES:
1474     case BRACERS:
1475     case GIRDLE:
1476     case CONTAINER:
1477     case DRINK:
1478     case FLESH:
1479     case INORGANIC:
1480     case CLOSE_CON:
1481     case CLOAK:
1482     case GEM:
1483     case POWER_CRYSTAL:
1484     case POISON:
1485     case BOOK:
1486     case SKILL_TOOL:
1487 root 1.4 return 1;
1488 elmex 1.1 }
1489 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1490     * archetype file can be updated, and this function removed.
1491     */
1492 elmex 1.1 #if 0
1493 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1494 elmex 1.1 #endif
1495 root 1.4 return 0;
1496 elmex 1.1 }
1497    
1498     /*
1499     * Supposed to fix face-values as well here, but later.
1500     */
1501 root 1.4 void
1502     identify (object *op)
1503     {
1504     object *pl;
1505 elmex 1.1
1506 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1507     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1508     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1509    
1510     /*
1511     * We want autojoining of equal objects:
1512     */
1513     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1514     SET_FLAG (op, FLAG_KNOWN_CURSED);
1515    
1516     if (op->type == POTION)
1517     {
1518     if (op->inv && op->randomitems)
1519     op->title = op->inv->name;
1520     else if (op->arch)
1521     {
1522     op->name = op->arch->clone.name;
1523     op->name_pl = op->arch->clone.name_pl;
1524     }
1525 elmex 1.1 }
1526    
1527 root 1.4 /* If the object is on a map, make sure we update its face */
1528     if (op->map)
1529     update_object (op, UP_OBJ_FACE);
1530     else
1531     {
1532 root 1.9 pl = op->in_player ();
1533 root 1.4 if (pl)
1534     /* A lot of the values can change from an update - might as well send
1535     * it all.
1536     */
1537     esrv_send_item (pl, op);
1538 elmex 1.1 }
1539     }
1540 root 1.9