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Revision: 1.2
Committed: Tue Aug 29 08:01:35 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +589 -589 lines
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# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_item_c =
3 root 1.2 * "$Id: item.C,v 1.1 2006-08-13 17:16:00 elmex Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <funcpoint.h>
31     #include <living.h>
32     #include <spells.h>
33    
34     /* the ordering of this is actually doesn't make a difference
35     * However, for ease of use, new entries should go at the end
36     * so those people that debug the code that get used to something
37     * being in the location 4 don't get confused.
38     *
39     * The ordering in save_name, use_name, nonuse_name.
40     * save_name is the name used to load/save it from files. It should
41     * match that of the doc/Developers/objects. The only
42     * real limitation is that it shouldn't have spaces or other characters
43     * that may mess up the match code. It must also start with body_
44     * use_name is how we describe the location if we can use it.
45     * nonuse_name is how we describe it if we can't use it. I think
46     * the values below will make it pretty clear how those work out
47     * They are basically there to make life a little easier - if a character
48     * examines an item and it says it goes on 'your arm', its pretty clear
49     * they can use it. See the last sample (commented out) for a dragon
50     * Note that using the term 'human' may not be very accurate, humanoid
51     * may be better.
52     * Basically, for the use/nonuse, the code does something like:
53     * "This item goes %s\n", with the use/nonuse values filling in the %s
54     */
55     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56     {"body_range", "in your range slot", "in a human's range slot"},
57     {"body_arm", "on your arm", "on a human's arm"},
58     {"body_torso", "on your body", "on a human's torso"},
59     {"body_head", "on your head", "on a human's head"},
60     {"body_neck", "around your neck", "around a humans neck"},
61     {"body_skill", "in your skill slot", "in a human's skill slot"},
62     {"body_finger", "on your finger", "on a human's finger"},
63     {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64     {"body_foot", "on your feet", "on a human's feet"},
65     {"body_hand", "on your hands", "on a human's hands"},
66     {"body_wrist", "around your wrists", "around a human's wrist"},
67     {"body_waist", "around your waist", "around a human's waist"},
68    
69     /*{"body_dragon_torso", "your body", "a dragon's body"} */
70     };
71    
72     static char numbers[21][20] = {
73     "no","","two","three","four","five","six","seven","eight","nine","ten",
74     "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen",
75     "eighteen","nineteen","twenty"
76     };
77    
78     static char numbers_10[10][20] = {
79     "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy",
80     "eighty","ninety"
81     };
82    
83     static char levelnumbers[21][20] = {
84     "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85     "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87     "nineteen", "twentieth"
88     };
89    
90     static char levelnumbers_10[11][20] = {
91     "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth",
92     "seventieth","eightieth","ninetieth"
93     };
94    
95     /* The following is a large table of item types, the fields are:
96     * item number, item name, item name (plural), and two numbers that are the skills
97     * used to identify them. Anytime a new item type is added or removed, this list
98     * should be altered to reflect that. The defines for the numerical values are in
99     * define.h
100     */
101     static const typedata item_types[] = {
102     {PLAYER, "player", "players", 0, 0},
103     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104     {TREASURE, "treasure", "treasure", 0, 0},
105     {POTION, "potion", "potions", SK_ALCHEMY, 0},
106     {FOOD, "food", "food", SK_WOODSMAN, 0},
107     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108     {BOOK, "book", "books", SK_LITERACY, 0},
109     {CLOCK, "clock", "clocks", 0, 0},
110     {LIGHTNING, "lightning", "lightning", 0, 0},
111     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112     {BOW, "bow", "bows", SK_BOWYER, 0},
113     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115     {PEDESTAL, "pedestal", "pedestals", 0, 0},
116     {ALTAR, "altar", "altars", 0, 0},
117     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118     {SPECIAL_KEY, "special key", "special keys", 0, 0},
119     {MAP, "map", "maps", 0, 0},
120     {DOOR, "door", "doors", 0, 0},
121     {KEY, "key", "keys", 0, 0},
122     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123     {TRIGGER, "trigger", "triggers", 0, 0},
124     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132     {MONEY, "money", "money", 0, 0},
133     {CLASS, "class", "classes", 0, 0},
134     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136     {PLAYERMOVER, "player mover", "player movers", 0, 0},
137     {TELEPORTER, "teleporter", "teleporters", 0, 0},
138     {CREATOR, "creator", "creators", 0, 0},
139     {SKILL, "skill", "skills", 0, 0},
140     {EXPERIENCE, "experience", "experience", 0, 0},
141     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142     {GOLEM, "golem", "golems", 0, 0},
143     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144     {BLINDNESS, "blindness", "blindness", 0, 0},
145     {GOD, "god", "gods", 0, 0},
146     {DETECTOR, "detector", "detectors", 0, 0},
147     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150     {MARKER, "marker", "markers", 0, 0},
151     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155     {GEM, "gem", "gems", SK_JEWELER, 0},
156     {FIREWALL, "firewall", "firewalls", 0, 0},
157     {ANVIL, "anvil", "anvils", 0, 0},
158     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160     {EXIT, "exit", "exits", 0, 0},
161     {ENCOUNTER, "encounter", "encounters", 0, 0},
162     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164     {RING, "ring", "rings", SK_JEWELER, 0},
165     {FLOOR, "floor", "floors", 0, 0},
166     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169     {LIGHTER, "lighter", "lighters", 0, 0},
170     {TRAP_PART, "trap part", "trap parts", 0, 0},
171     {WALL, "wall", "walls", 0, 0},
172     {LIGHT_SOURCE, "light source", "light sources", 0, 0},
173     {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174     {MONSTER, "monster", "monsters", 0, 0},
175     {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176     {LAMP, "lamp", "lamps", 0, 0},
177     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178     {TOOL, "tool", "tools", 0, 0},
179     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180     {BUILDFAC, "building facility", "building facilities", 0, 0},
181     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182     {SPINNER, "spinner", "spinners", 0, 0},
183     {GATE, "gate", "gates", 0, 0},
184     {BUTTON, "button", "buttons", 0, 0},
185     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186     {HOLE, "hole", "holes", 0, 0},
187     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188     {SIGN, "sign", "signs", 0, 0},
189     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191     {SPELL, "spell", "spells", 0, 0},
192     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193     {CONVERTER, "converter", "converters", 0, 0},
194     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195     {POISONING, "poisoning", "poisonings", 0, 0},
196     {SAVEBED, "savebed", "savebeds", 0, 0},
197     {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198     {FIREHOLES, "fireholes", "fireholes", 0, 0},
199     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201     {DIRECTOR, "director", "directors", 0, 0},
202     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203     {FORCE, "force", "forces", 0, 0},
204     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205     {CLOSE_CON, "closed container", "closed container", 0, 0},
206     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212     {MENU, "inventory list", "inventory lists", 0, 0},
213     {RUNE, "rune", "runes", 0, 0},
214     {TRAP, "trap", "traps", 0, 0},
215     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216     {CORPSE, "corpse", "corpses", 0, 0},
217     {DISEASE, "disease", "diseases", 0, 0},
218     {SYMPTOM, "symptom", "symptoms", 0, 0},
219     {BUILDER, "item builder", "item builders", 0, 0},
220     {MATERIAL, "building material", "building materials", 0, 0},
221     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222     };
223    
224     const int item_types_size=sizeof(item_types)/sizeof(*item_types);
225    
226     materialtype_t *materialt;
227    
228     /*
229     materialtype material[NROFMATERIALS] = {
230     * P M F E C C A D W G P S P T F C D D C C G H B I *
231     * H A I L O O C R E H O L A U E A E E H O O O L N *
232     * Y G R E L N I A A O I O R R A N P A A U D L I T *
233     * S I E C D F D I P S S W A N R C L T O N Y N R *
234     * I C T U N O T O L E E H S T P D N *
235     {"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}},
236     {"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}},
237     {"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}},
238     {"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}},
239     {"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}},
240     {"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}},
241     {"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}},
242     {"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}},
243     {"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}},
244     {"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}},
245     {"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}},
246     {"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}},
247     {"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}}
248     };
249     */
250    
251     /* This curve may be too steep. But the point is that there should
252     * be tough choices - there is no real point to this if everyone can
253     * wear whatever they want with no worries. Perhaps having the steep
254     * curve is good (maybe even steeper), but allowing players to
255     * have 2 * level instead. Ideally, top level characters should only be
256     * able to use 2-3 of the most powerful items.
257     * note that this table is only really used for program generated items -
258     * custom objects can use whatever they want.
259     */
260     static int enc_to_item_power[21] = {
261     0, 0, 1, 2, 3, 4, /* 5 */
262     5, 7, 9, 11, 13, /* 10 */
263     15, 18, 21, 24, 27, /* 15 */
264     30, 35, 40, 45, 50 /* 20 */
265     };
266    
267     int get_power_from_ench(int ench)
268     {
269     if (ench < 0) ench = 0;
270     if (ench > 20) ench = 20;
271     return enc_to_item_power[ench];
272     }
273    
274     /* This takes an object 'op' and figures out what its item_power
275     * rating should be. This should only really be used by the treasure
276     * generation code, and when loading legacy objects. It returns
277     * the item_power it calculates.
278     * If flag is 1, we return the number of enchantment, and not the
279     * the power. This is used in the treasure code.
280     */
281     int calc_item_power(const object *op, int flag)
282     {
283     int i, tmp, enc;
284    
285     enc = 0;
286     for (i=0; i<NUM_STATS; i++)
287 root 1.2 enc += get_attr_value(&op->stats, i);
288 elmex 1.1
289     /* This protection logic is pretty flawed. 20% fire resistance
290     * is much more valuable than 20% confusion, or 20% slow, or
291     * several others. Start at 1 - ignore physical - all that normal
292     * armour shouldn't be counted against
293     */
294     tmp = 0;
295     for (i=1; i<NROFATTACKS; i++)
296 root 1.2 tmp += op->resist[i];
297 elmex 1.1
298     /* Add/substract 10 so that the rounding works out right */
299     if (tmp>0) enc += (tmp+10)/20;
300     else if (tmp<0) enc += (tmp - 10) / 20;
301    
302     enc += op->magic;
303    
304     /* For each attacktype a weapon has, one more encantment. Start at 1 -
305     * physical doesn't count against total.
306     */
307     if (op->type == WEAPON) {
308 root 1.2 for (i=1; i<NROFATTACKS; i++)
309     if (op->attacktype & (1 << i)) enc++;
310     if (op->slaying) enc += 2; /* What it slays is probably more relevent */
311 elmex 1.1 }
312     /* Items the player can equip */
313     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314     (op->type == SHIELD) || (op->type == RING) ||
315     (op->type == BOOTS) || (op->type == GLOVES) ||
316     (op->type == AMULET ) || (op->type == GIRDLE) ||
317     (op->type == BRACERS ) || (op->type == CLOAK)) {
318 root 1.2 enc += op->stats.food; /* sustenance */
319     enc += op->stats.hp; /* hp regen */
320     enc += op->stats.sp; /* mana regen */
321     enc += op->stats.grace; /* grace regen */
322     enc += op->stats.exp; /* speed bonus */
323 elmex 1.1 }
324     enc += op->stats.luck;
325    
326     /* Do spell paths now */
327     for (i=1; i<NRSPELLPATHS; i++) {
328 root 1.2 if (op->path_attuned& (1 << i)) enc++;
329     else if (op->path_denied & (1 << i)) enc-=2;
330     else if (op->path_repelled & (1 << i)) enc--;
331 elmex 1.1 }
332    
333     if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5;
334     if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3;
335     if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2;
336     if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1;
337     if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2;
338     if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1;
339     if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1;
340    
341     return get_power_from_ench(enc);
342    
343     }
344    
345     /* returns the typedata that has a number equal to itemtype, if there
346     * isn't one, returns NULL */
347    
348     const typedata *get_typedata(int itemtype) {
349     int i;
350     for (i=0;i<item_types_size;i++)
351 root 1.2 if (item_types[i].number==itemtype) return &item_types[i];
352 elmex 1.1 return NULL;
353     }
354    
355     /* returns the typedata that has a name equal to itemtype, if there
356     * isn't one, return the plural name that matches, if there still isn't
357     * one return NULL */
358    
359     const typedata *get_typedata_by_name(const char *name) {
360     int i;
361     for (i=0;i<item_types_size;i++)
362 root 1.2 if (!strcmp(item_types[i].name, name)) return &item_types[i];
363 elmex 1.1 for (i=0;i<item_types_size;i++)
364 root 1.2 if (!strcmp(item_types[i].name_pl, name)) {
365     LOG(llevInfo,
366     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n",
367     name, item_types[i].name);
368     return &item_types[i];
369     }
370 elmex 1.1 return NULL;
371     }
372     /* describe_resistance generates the visible naming for resistances.
373     * returns a static array of the description. This can return
374     * a big buffer.
375     * if newline is true, we don't put parens around the description
376     * but do put a newline at the end. Useful when dumping to files
377     */
378     char *describe_resistance(const object *op, int newline)
379     {
380     static char buf[VERY_BIG_BUF];
381     char buf1[VERY_BIG_BUF];
382     int tmpvar;
383    
384     buf[0]=0;
385     for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) {
386     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) {
387 root 1.2 if (!newline)
388     sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389     else
390     sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391 elmex 1.1
392 root 1.2 strcat(buf, buf1);
393 elmex 1.1 }
394     }
395     return buf;
396     }
397    
398    
399     /*
400     * query_weight(object) returns a character pointer to a static buffer
401     * containing the text-representation of the weight of the given object.
402     * The buffer will be overwritten by the next call to query_weight().
403     */
404    
405     char *query_weight(const object *op) {
406     static char buf[10];
407     sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying;
408    
409     if(op->weight<0)
410     return " ";
411     if(i%1000)
412     sprintf(buf,"%6.1f",i/1000.0);
413     else
414     sprintf(buf,"%4d ",i/1000);
415     return buf;
416     }
417    
418     /*
419     * Returns the pointer to a static buffer containing
420     * the number requested (of the form first, second, third...)
421     */
422    
423     char *get_levelnumber(int i) {
424     static char buf[MAX_BUF];
425     if (i > 99) {
426     sprintf(buf, "%d.", i);
427     return buf;
428     }
429     if(i < 21)
430     return levelnumbers[i];
431     if(!(i%10))
432     return levelnumbers_10[i/10];
433     strcpy(buf, numbers_10[i/10]);
434     strcat(buf, levelnumbers[i%10]);
435     return buf;
436     }
437    
438    
439     /*
440     * get_number(integer) returns the text-representation of the given number
441     * in a static buffer. The buffer might be overwritten at the next
442     * call to get_number().
443     * It is currently only used by the query_name() function.
444     */
445    
446     char *get_number(int i) {
447     if(i<=20)
448     return numbers[i];
449     else {
450     static char buf[MAX_BUF];
451     sprintf(buf,"%d",i);
452     return buf;
453     }
454     }
455    
456     /*
457     * Returns pointer to static buffer containing ring's or amulet's
458     * abilities
459     * These are taken from old query_name(), but it would work better
460     * if describle_item() would be called to get this information and
461     * caller would handle FULL_RING_DESCRIPTION definition.
462     * Or make FULL_RING_DESCRIPTION standard part of a game and let
463     * client handle names.
464     */
465     /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466     * from stats.sp - b.t.
467     */
468     char *ring_desc (const object *op)
469     {
470     static char buf[VERY_BIG_BUF];
471     int attr, val,len;
472    
473     buf[0] = 0;
474    
475     if (! QUERY_FLAG(op, FLAG_IDENTIFIED))
476 root 1.2 return buf;
477 elmex 1.1
478     for (attr=0; attr<NUM_STATS; attr++) {
479 root 1.2 if ((val=get_attr_value(&(op->stats),attr))!=0) {
480     sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
481     }
482 elmex 1.1 }
483     if(op->stats.exp)
484 root 1.2 sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
485 elmex 1.1 if(op->stats.wc)
486 root 1.2 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 elmex 1.1 if(op->stats.dam)
488 root 1.2 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 elmex 1.1 if(op->stats.ac)
490 root 1.2 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491 elmex 1.1
492     strcat(buf,describe_resistance(op, 0));
493    
494     if (op->stats.food != 0)
495 root 1.2 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
496     /* else if (op->stats.food < 0)
497     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
498 elmex 1.1 if(op->stats.grace)
499 root 1.2 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 elmex 1.1 if(op->stats.sp && op->type!=SKILL)
501 root 1.2 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 elmex 1.1 if(op->stats.hp)
503 root 1.2 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 elmex 1.1 if(op->stats.luck)
505 root 1.2 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 elmex 1.1 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 root 1.2 strcat(buf,"(lifesaving)");
508 elmex 1.1 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 root 1.2 strcat(buf,"(reflect spells)");
510 elmex 1.1 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 root 1.2 strcat(buf,"(reflect missiles)");
512 elmex 1.1 if(QUERY_FLAG(op,FLAG_STEALTH))
513 root 1.2 strcat(buf,"(stealth)");
514 elmex 1.1 /* Shorten some of the names, so they appear better in the windows */
515     len=strlen(buf);
516     DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517     DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518     DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519    
520     /* if(op->item_power)
521 root 1.2 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
522 elmex 1.1 */
523     if(buf[0] == 0 && op->type!=SKILL)
524 root 1.2 strcpy(buf,"of adornment");
525 elmex 1.1
526    
527     return buf;
528     }
529    
530     /*
531     * query_short_name(object) is similar to query_name, but doesn't
532     * contain any information about object status (worn/cursed/etc.)
533     */
534     const char *query_short_name(const object *op)
535     {
536     static char buf[HUGE_BUF];
537     char buf2[HUGE_BUF];
538     int len=0;
539    
540     if(op->name == NULL)
541 root 1.2 return "(null)";
542 elmex 1.1 if(!op->nrof && !op->weight && !op->title && !is_magical(op))
543 root 1.2 return op->name; /* To speed things up (or make things slower?) */
544 elmex 1.1
545     if (op->nrof <= 1)
546 root 1.2 safe_strcat(buf,op->name, &len, HUGE_BUF);
547 elmex 1.1 else
548 root 1.2 safe_strcat(buf,op->name_pl, &len, HUGE_BUF);
549 elmex 1.1
550     if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
551 root 1.2 safe_strcat(buf, " ", &len, HUGE_BUF);
552     safe_strcat(buf, op->title, &len, HUGE_BUF);
553 elmex 1.1 }
554    
555     switch(op->type) {
556 root 1.2 case SPELLBOOK:
557     case SCROLL:
558     case WAND:
559     case ROD:
560     if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
561     if(!op->title) {
562     safe_strcat(buf," of ", &len, HUGE_BUF);
563     if (op->inv)
564     safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
565     else
566     LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
567     }
568     if(op->type != SPELLBOOK) {
569     sprintf(buf2, " (lvl %d)", op->level);
570     safe_strcat(buf, buf2, &len, HUGE_BUF);
571     }
572     }
573     break;
574 elmex 1.1
575     case SKILL:
576     case AMULET:
577     case RING:
578 root 1.2 if (!op->title) {
579     /* If ring has a title, full description isn't so useful */
580     char *s = ring_desc(op);
581     if (s[0]) {
582     safe_strcat (buf, " ", &len, HUGE_BUF);
583     safe_strcat(buf, s, &len, HUGE_BUF);
584     }
585     }
586     break;
587 elmex 1.1 default:
588 root 1.2 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
589     need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
590     sprintf(buf2, " %+d", op->magic);
591     safe_strcat(buf, buf2, &len, HUGE_BUF);
592     }
593 elmex 1.1 }
594     return buf;
595     }
596    
597     /*
598     * query_name(object) returns a character pointer pointing to a static
599     * buffer which contains a verbose textual representation of the name
600     * of the given object.
601     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
602     * you can make several calls to query_name before the bufs start getting
603     * overwritten. This may be a bad thing (it may be easier to assume the value
604     * returned is good forever.) However, it makes printing statements that
605     * use several names much easier (don't need to store them to temp variables.)
606     *
607     */
608     char *query_name(const object *op) {
609     static char buf[5][HUGE_BUF];
610     static int use_buf=0;
611     int len=0;
612     #ifdef NEW_MATERIAL_CODE
613     materialtype_t *mt;
614     #endif
615    
616     use_buf++;
617     use_buf %=5;
618    
619     #ifdef NEW_MATERIAL_CODE
620     if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) {
621 root 1.2 mt = name_to_material(op->materialname);
622     if (mt) {
623     safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF);
624     safe_strcat(buf[use_buf], " ", &len, HUGE_BUF);
625     }
626 elmex 1.1 }
627     #endif
628    
629     safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF);
630    
631     if (QUERY_FLAG(op,FLAG_INV_LOCKED))
632 root 1.2 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF);
633 elmex 1.1 if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
634 root 1.2 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
635     safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF);
636 elmex 1.1
637     if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
638 root 1.2 if(QUERY_FLAG(op,FLAG_DAMNED))
639     safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF);
640     else if(QUERY_FLAG(op,FLAG_CURSED))
641     safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 elmex 1.1 }
643     /* Basically, if the object is known magical (detect magic spell on it),
644     * and it isn't identified, print out the fact that
645     * it is magical. Assume that the detect magical spell will only set
646     * KNOWN_MAGICAL if the item actually is magical.
647     *
648     * Changed in V 0.91.4 - still print that the object is magical even
649     * if it has been applied. Equipping an item does not tell full
650     * abilities, especially for artifact items.
651     */
652     if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
653 root 1.2 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF);
654 elmex 1.1
655     #if 0
656     /* item_power will be returned in desribe_item - it shouldn't really
657     * be returned in the name.
658     */
659     if(op->item_power)
660 root 1.2 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)",
661     op->item_power);
662 elmex 1.1
663     #endif
664    
665     if (QUERY_FLAG(op,FLAG_APPLIED)) {
666 root 1.2 switch(op->type) {
667     case BOW:
668     case WAND:
669     case ROD:
670     case HORN:
671     safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF);
672     break;
673     case WEAPON:
674     safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF);
675     break;
676     case ARMOUR:
677     case HELMET:
678     case SHIELD:
679     case RING:
680     case BOOTS:
681     case GLOVES:
682     case AMULET:
683     case GIRDLE:
684     case BRACERS:
685     case CLOAK:
686     safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF);
687     break;
688     case CONTAINER:
689     safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF);
690     break;
691     case SKILL:
692     default:
693     safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF);
694     }
695 elmex 1.1 }
696     if(QUERY_FLAG(op, FLAG_UNPAID))
697 root 1.2 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF);
698 elmex 1.1
699     return buf[use_buf];
700     }
701    
702     /*
703     * query_base_name(object) returns a character pointer pointing to a static
704     * buffer which contains a verbose textual representation of the name
705     * of the given object. The buffer will be overwritten at the next
706     * call to query_base_name(). This is a lot like query_name, but we
707     * don't include the item count or item status. Used for inventory sorting
708     * and sending to client.
709     * If plural is set, we generate the plural name of this.
710     */
711     const char *query_base_name(const object *op, int plural) {
712     static char buf[MAX_BUF], buf2[MAX_BUF];
713     int len;
714     materialtype_t *mt;
715    
716     if((!plural && !op->name) || (plural && !op->name_pl))
717 root 1.2 return "(null)";
718 elmex 1.1
719     if(!op->nrof && !op->weight && !op->title && !is_magical(op))
720 root 1.2 return op->name; /* To speed things up (or make things slower?) */
721 elmex 1.1
722     if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname)
723 root 1.2 mt = name_to_material(op->materialname);
724 elmex 1.1
725     #ifdef NEW_MATERIAL_CODE
726     if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt &&
727 root 1.2 op->arch->clone.materialname != mt->name &&
728     !(op->material & M_SPECIAL)) {
729     strcpy(buf, mt->description);
730     len=strlen(buf);
731     safe_strcat(buf, " ", &len, MAX_BUF);
732     if (!plural)
733     safe_strcat(buf, op->name, &len, MAX_BUF);
734     else
735     safe_strcat(buf, op->name_pl, &len, MAX_BUF);
736 elmex 1.1 } else {
737     #endif
738 root 1.2 if (!plural)
739     strcpy(buf, op->name);
740     else
741     strcpy(buf, op->name_pl);
742     len=strlen(buf);
743 elmex 1.1 #ifdef NEW_MATERIAL_CODE
744     }
745     #endif
746    
747     if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
748 root 1.2 safe_strcat(buf, " ", &len, MAX_BUF);
749     safe_strcat(buf, op->title, &len, MAX_BUF);
750 elmex 1.1 }
751    
752     switch(op->type) {
753 root 1.2 case SPELLBOOK:
754     case SCROLL:
755     case WAND:
756     case ROD:
757     if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
758     if(!op->title) {
759     safe_strcat(buf," of ", &len, MAX_BUF);
760     if (op->inv)
761     safe_strcat(buf,op->inv->name, &len, MAX_BUF);
762     else
763     LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
764     }
765     if(op->type != SPELLBOOK) {
766     sprintf(buf2, " (lvl %d)", op->level);
767     safe_strcat(buf, buf2, &len, MAX_BUF);
768     }
769     }
770     break;
771 elmex 1.1
772    
773     case SKILL:
774     case AMULET:
775     case RING:
776 root 1.2 if (!op->title) {
777     /* If ring has a title, full description isn't so useful */
778     char *s = ring_desc(op);
779     if (s[0]) {
780     safe_strcat (buf, " ", &len, MAX_BUF);
781     safe_strcat (buf, s, &len, MAX_BUF);
782     }
783     }
784     break;
785 elmex 1.1 default:
786 root 1.2 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
787     need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
788     sprintf(buf + strlen(buf), " %+d", op->magic);
789     }
790 elmex 1.1 }
791     return buf;
792     }
793    
794     /* Break this off from describe_item - that function was way
795     * too long, making it difficult to read. This function deals
796     * with describing the monsters & players abilities. It should only
797     * be called with monster & player objects. Returns a description
798     * in a static buffer.
799     */
800    
801     static char *describe_monster(const object *op) {
802     char buf[MAX_BUF];
803     static char retbuf[VERY_BIG_BUF];
804     int i;
805    
806     retbuf[0]='\0';
807    
808     /* Note that the resolution this provides for players really isn't
809     * very good. Any player with a speed greater than .67 will
810     * fall into the 'lightning fast movement' category.
811     */
812     if(FABS(op->speed)>MIN_ACTIVE_SPEED) {
813 root 1.2 switch((int)((FABS(op->speed))*15)) {
814     case 0:
815     strcat(retbuf,"(very slow movement)");
816     break;
817     case 1:
818     strcat(retbuf,"(slow movement)");
819     break;
820     case 2:
821     strcat(retbuf,"(normal movement)");
822     break;
823     case 3:
824     case 4:
825     strcat(retbuf,"(fast movement)");
826     break;
827     case 5:
828     case 6:
829     strcat(retbuf,"(very fast movement)");
830     break;
831     case 7:
832     case 8:
833     case 9:
834     case 10:
835     strcat(retbuf,"(extremely fast movement)");
836     break;
837     default:
838     strcat(retbuf,"(lightning fast movement)");
839     break;
840     }
841 elmex 1.1 }
842     if(QUERY_FLAG(op,FLAG_UNDEAD))
843 root 1.2 strcat(retbuf,"(undead)");
844 elmex 1.1 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE))
845 root 1.2 strcat(retbuf,"(see invisible)");
846 elmex 1.1 if(QUERY_FLAG(op,FLAG_USE_WEAPON))
847 root 1.2 strcat(retbuf,"(wield weapon)");
848 elmex 1.1 if(QUERY_FLAG(op,FLAG_USE_BOW))
849 root 1.2 strcat(retbuf,"(archer)");
850 elmex 1.1 if(QUERY_FLAG(op,FLAG_USE_ARMOUR))
851 root 1.2 strcat(retbuf,"(wear armour)");
852 elmex 1.1 if(QUERY_FLAG(op,FLAG_USE_RING))
853 root 1.2 strcat(retbuf,"(wear ring)");
854 elmex 1.1 if(QUERY_FLAG(op,FLAG_USE_SCROLL))
855 root 1.2 strcat(retbuf,"(read scroll)");
856 elmex 1.1 if(QUERY_FLAG(op,FLAG_USE_RANGE))
857 root 1.2 strcat(retbuf,"(fires wand/rod/horn)");
858 elmex 1.1 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL))
859 root 1.2 strcat(retbuf,"(skill user)");
860 elmex 1.1 if(QUERY_FLAG(op,FLAG_CAST_SPELL))
861 root 1.2 strcat(retbuf,"(spellcaster)");
862 elmex 1.1 if(QUERY_FLAG(op,FLAG_FRIENDLY))
863 root 1.2 strcat(retbuf,"(friendly)");
864 elmex 1.1 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE))
865 root 1.2 strcat(retbuf,"(unaggressive)");
866 elmex 1.1 if(QUERY_FLAG(op,FLAG_HITBACK))
867 root 1.2 strcat(retbuf,"(hitback)");
868 elmex 1.1 if(QUERY_FLAG(op,FLAG_STEALTH))
869 root 1.2 strcat(retbuf,"(stealthy)");
870 elmex 1.1 if(op->randomitems != NULL) {
871 root 1.2 treasure *t;
872     int first = 1;
873     for(t=op->randomitems->items; t != NULL; t=t->next)
874     if(t->item && (t->item->clone.type == SPELL)) {
875     if(first) {
876     first = 0;
877     strcat(retbuf,"(Spell abilities:)");
878     }
879     strcat(retbuf,"(");
880     strcat(retbuf,t->item->clone.name);
881     strcat(retbuf,")");
882     }
883 elmex 1.1 }
884     if (op->type == PLAYER) {
885 root 1.2 if(op->contr->digestion) {
886     if(op->contr->digestion!=0)
887     sprintf(buf,"(sustenance%+d)",op->contr->digestion);
888     strcat(retbuf,buf);
889     }
890     if(op->contr->gen_grace) {
891     sprintf(buf,"(grace%+d)",op->contr->gen_grace);
892     strcat(retbuf,buf);
893     }
894     if(op->contr->gen_sp) {
895     sprintf(buf,"(magic%+d)",op->contr->gen_sp);
896     strcat(retbuf,buf);
897     }
898     if(op->contr->gen_hp) {
899     sprintf(buf,"(regeneration%+d)",op->contr->gen_hp);
900     strcat(retbuf,buf);
901     }
902     if(op->stats.luck) {
903     sprintf(buf,"(luck%+d)",op->stats.luck);
904     strcat(retbuf,buf);
905     }
906 elmex 1.1 }
907    
908     /* describe attacktypes */
909     if (is_dragon_pl(op)) {
910 root 1.2 /* for dragon players display the attacktypes from clawing skill
911     * Break apart the for loop - move the comparison checking down -
912     * this makes it more readable.
913     */
914     object *tmp;
915    
916     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
917     if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break;
918    
919     if (tmp && tmp->attacktype!=0) {
920     DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws");
921     }
922     else {
923     DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924     }
925 elmex 1.1 } else {
926 root 1.2 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
927 elmex 1.1 }
928     DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
929     DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
930     DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
931     for (i=0; i < NROFATTACKS; i++) {
932 root 1.2 if (op->resist[i]) {
933     sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934     strcat(retbuf, buf);
935     }
936 elmex 1.1 }
937     return retbuf;
938     }
939    
940    
941     /*
942     * Returns a pointer to a static buffer which contains a
943     * description of the given object.
944     * If it is a monster, lots of information about its abilities
945     * will be returned.
946     * If it is an item, lots of information about which abilities
947     * will be gained about its user will be returned.
948     * If it is a player, it writes out the current abilities
949     * of the player, which is usually gained by the items applied.
950     * It would be really handy to actually pass another object
951     * pointer on who is examining this object. Then, you could reveal
952     * certain information depending on what the examiner knows, eg,
953     * wouldn't need to use the SEE_INVISIBLE flag to know it is
954     * a dragon player examining food. Could have things like
955     * a dwarven axe, in which the full abilities are only known to
956     * dwarves, etc.
957     *
958     * This function is really much more complicated than it should
959     * be, because different objects have different meanings
960     * for the same field (eg, wands use 'food' for charges). This
961     * means these special cases need to be worked out.
962     *
963     * Add 'owner' who is the person examining this object.
964     * owner can be null if no one is being associated with this
965     * item (eg, debug dump or the like)
966     */
967    
968     char *describe_item(const object *op, object *owner) {
969     char buf[MAX_BUF];
970     static char retbuf[VERY_BIG_BUF];
971     int identified,i;
972    
973     retbuf[0]='\0';
974     if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) {
975 root 1.2 return describe_monster(op);
976 elmex 1.1 }
977     /* figure this out once, instead of making multiple calls to need_identify.
978     * also makes the code easier to read.
979     */
980     if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1;
981     else {
982 root 1.2 strcpy(retbuf,"(unidentified)");
983     identified = 0;
984 elmex 1.1 }
985     switch(op->type) {
986 root 1.2 case BOW:
987     case ARROW:
988     case WAND:
989     case ROD:
990     case HORN:
991     case WEAPON:
992     case ARMOUR:
993     case HELMET:
994     case SHIELD:
995     case BOOTS:
996     case GLOVES:
997     case GIRDLE:
998     case BRACERS:
999     case CLOAK:
1000     case SKILL_TOOL:
1001     break; /* We have more information to do below this switch */
1002    
1003     case POWER_CRYSTAL:
1004     if (op->stats.maxsp>1000){ /*higher capacity crystals*/
1005     i = (op->stats.maxsp%100)/10;
1006     if (i)
1007     snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i);
1008 elmex 1.1 else
1009 root 1.2 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100);
1010     }else
1011     snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp);
1012     strcat(retbuf,buf);
1013     i = (op->stats.sp*10)/op->stats.maxsp;
1014     if (op->stats.sp==0)
1015     strcat(retbuf,"empty.");
1016     else if (i==0)
1017     strcat(retbuf,"almost empty.");
1018     else if (i<3)
1019     strcat(retbuf,"partially filled.");
1020     else if (i<6)
1021     strcat(retbuf,"half full.");
1022     else if (i<9)
1023     strcat(retbuf,"well charged.");
1024     else if (op->stats.sp == op->stats.maxsp)
1025     strcat(retbuf,"fully charged.");
1026     else
1027     strcat(retbuf,"almost full.");
1028     break;
1029     case FOOD:
1030     case FLESH:
1031     case DRINK:
1032     if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1033     sprintf(buf,"(food+%d)", op->stats.food);
1034     strcat(retbuf, buf);
1035    
1036     if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) {
1037     sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038     strcat(retbuf, buf);
1039     }
1040    
1041     if (!QUERY_FLAG(op,FLAG_CURSED)) {
1042     if (op->stats.hp)
1043     strcat(retbuf,"(heals)");
1044     if (op->stats.sp)
1045     strcat(retbuf,"(spellpoint regen)");
1046     }
1047     else {
1048     if (op->stats.hp)
1049     strcat(retbuf,"(damages)");
1050     if (op->stats.sp)
1051     strcat(retbuf,"(spellpoint depletion)");
1052     }
1053     }
1054     break;
1055    
1056    
1057     case SKILL:
1058     case RING:
1059     case AMULET:
1060     if(op->item_power) {
1061     sprintf(buf,"(item_power %+d)",op->item_power);
1062     strcat(retbuf,buf);
1063     }
1064     if (op->title)
1065     strcat (retbuf, ring_desc(op));
1066     return retbuf;
1067 elmex 1.1
1068 root 1.2 default:
1069     return retbuf;
1070 elmex 1.1 }
1071    
1072     /* Down here, we more further describe equipment type items.
1073     * only describe them if they have been identified or the like.
1074     */
1075     if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1076 root 1.2 int attr,val;
1077 elmex 1.1
1078 root 1.2 for (attr=0; attr<NUM_STATS; attr++) {
1079     if ((val=get_attr_value(&(op->stats),attr))!=0) {
1080     sprintf(buf, "(%s%+d)", short_stat_name[attr], val);
1081     strcat(retbuf,buf);
1082     }
1083     }
1084    
1085     if(op->stats.exp) {
1086     sprintf(buf,"(speed %+lld)",op->stats.exp);
1087     strcat(retbuf,buf);
1088     }
1089    
1090    
1091     switch(op->type) {
1092     case BOW:
1093     case ARROW:
1094     case GIRDLE:
1095     case HELMET:
1096     case SHIELD:
1097     case BOOTS:
1098     case GLOVES:
1099     case WEAPON:
1100     case SKILL:
1101     case RING:
1102     case AMULET:
1103     case ARMOUR:
1104     case BRACERS:
1105     case FORCE:
1106     case CLOAK:
1107     if(op->stats.wc) {
1108     sprintf(buf,"(wc%+d)",op->stats.wc);
1109     strcat(retbuf,buf);
1110     }
1111     if(op->stats.dam) {
1112     sprintf(buf,"(dam%+d)",op->stats.dam);
1113     strcat(retbuf,buf);
1114     }
1115     if(op->stats.ac) {
1116     sprintf(buf,"(ac%+d)",op->stats.ac);
1117     strcat(retbuf,buf);
1118     }
1119     if ((op->type==WEAPON || op->type == BOW) && op->level>0) {
1120     sprintf(buf,"(improved %d/%d)",op->last_eat,op->level);
1121     strcat(retbuf,buf);
1122     }
1123     break;
1124    
1125     default:
1126     break;
1127     }
1128     if(QUERY_FLAG(op,FLAG_XRAYS))
1129     strcat(retbuf,"(xray-vision)");
1130     if(QUERY_FLAG(op,FLAG_SEE_IN_DARK))
1131     strcat(retbuf,"(infravision)");
1132    
1133     /* levitate was what is was before, so we'll keep it */
1134     if (op->move_type & MOVE_FLY_LOW)
1135     strcat(retbuf,"(levitate)");
1136    
1137     if (op->move_type & MOVE_FLY_HIGH)
1138     strcat(retbuf,"(fly)");
1139    
1140     if (op->move_type & MOVE_SWIM)
1141     strcat(retbuf,"(swim)");
1142    
1143     /* walking is presumed as 'normal', so doesn't need mentioning */
1144    
1145     if(op->item_power) {
1146     sprintf(buf,"(item_power %+d)",op->item_power);
1147     strcat(retbuf,buf);
1148     }
1149 elmex 1.1 } /* End if identified or applied */
1150    
1151     /* This blocks only deals with fully identified object.
1152     * it is intentional that this is not an 'else' from a above -
1153     * in this way, information is added.
1154     */
1155     if(identified) {
1156 root 1.2 int more_info = 0;
1157 elmex 1.1
1158 root 1.2 switch(op->type) {
1159     case ROD: /* These use stats.sp for spell selection and stats.food */
1160     case HORN: /* and stats.hp for spell-point regeneration... */
1161     case BOW:
1162     case ARROW:
1163     case WAND:
1164     case FOOD:
1165     case FLESH:
1166     case DRINK:
1167     more_info = 0;
1168     break;
1169    
1170     /* Armor type objects */
1171     case ARMOUR:
1172     case HELMET:
1173     case SHIELD:
1174     case BOOTS:
1175     case GLOVES:
1176     case GIRDLE:
1177     case BRACERS:
1178     case CLOAK:
1179     if (ARMOUR_SPEED(op)) {
1180     sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0);
1181     strcat(retbuf, buf);
1182     }
1183     if (ARMOUR_SPELLS(op)) {
1184     sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op));
1185     strcat(retbuf, buf);
1186     }
1187     more_info=1;
1188     break;
1189    
1190     case WEAPON:
1191     /* Calculate it the same way fix_player does so the results
1192     * make sense.
1193     */
1194     i = (WEAPON_SPEED(op)*2-op->magic)/2;
1195     if (i<0) i=0;
1196    
1197     sprintf(buf,"(weapon speed %d)", i);
1198     strcat(retbuf, buf);
1199     more_info=1;
1200     break;
1201    
1202     }
1203     if (more_info) {
1204     if(op->stats.food) {
1205     if(op->stats.food!=0)
1206     sprintf(buf,"(sustenance%+d)",op->stats.food);
1207     strcat(retbuf,buf);
1208     }
1209     if(op->stats.grace) {
1210     sprintf(buf,"(grace%+d)",op->stats.grace);
1211     strcat(retbuf,buf);
1212     }
1213     if(op->stats.sp) {
1214     sprintf(buf,"(magic%+d)",op->stats.sp);
1215     strcat(retbuf,buf);
1216     }
1217     if(op->stats.hp) {
1218     sprintf(buf,"(regeneration%+d)",op->stats.hp);
1219     strcat(retbuf,buf);
1220     }
1221     }
1222    
1223     if(op->stats.luck) {
1224     sprintf(buf,"(luck%+d)",op->stats.luck);
1225     strcat(retbuf,buf);
1226     }
1227     if(QUERY_FLAG(op,FLAG_LIFESAVE))
1228     strcat(retbuf,"(lifesaving)");
1229     if(QUERY_FLAG(op,FLAG_REFL_SPELL))
1230     strcat(retbuf,"(reflect spells)");
1231     if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
1232     strcat(retbuf,"(reflect missiles)");
1233     if(QUERY_FLAG(op,FLAG_STEALTH))
1234     strcat(retbuf,"(stealth)");
1235     if(op->slaying!=NULL && op->type != FOOD) {
1236     sprintf(buf,"(slay %s)",op->slaying);
1237     strcat(retbuf,buf);
1238     }
1239     DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
1240     /* resistance on flesh is only visible for quetzals. If
1241     * non flesh, everyone can see its resistances
1242     */
1243     if (op->type != FLESH || (owner && is_dragon_pl(owner)))
1244     strcat(retbuf,describe_resistance(op, 0));
1245     DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
1246     DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
1247     DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
1248 elmex 1.1 }
1249    
1250     return retbuf;
1251     }
1252    
1253     /* Return true if the item is magical. A magical item is one that
1254     * increases/decreases any abilities, provides a resistance,
1255     * has a generic magical bonus, or is an artifact.
1256     * This function is used by detect_magic to determine if an item
1257     * should be marked as magical.
1258     */
1259    
1260     int is_magical(const object *op) {
1261     int i;
1262    
1263     /* living creatures are considered non magical */
1264     if (QUERY_FLAG(op, FLAG_ALIVE)) return 0;
1265    
1266     /* This is a test for it being an artifact, as artifacts have titles */
1267     if (op->title!=NULL) return 1;
1268    
1269     /* Handle rings and amulets specially. If they change any of these
1270     * values, it means they are magical.
1271     */
1272     if ((op->type==AMULET || op->type==RING) &&
1273 root 1.2 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1274     op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1275     return 1;
1276 elmex 1.1
1277     /* Check for stealty, speed, flying, or just plain magic in the boots */
1278     /* Presume any boots that hvae a move_type are special. */
1279     if (op->type== BOOTS &&
1280 root 1.2 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1281     return 1;
1282 elmex 1.1
1283     /* Take care of amulet/shield that reflects spells/missiles */
1284     if ((op->type==AMULET || op->type==SHIELD) &&
1285 root 1.2 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1286     return 1;
1287 elmex 1.1
1288     /* Take care of helmet of xrays */
1289     if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1290    
1291     /* Potions & rods are always magical. Wands/staves are also magical,
1292     * assuming they still have any charges left.
1293     */
1294     if (op->type==POTION || op->type==ROD ||
1295 root 1.2 (op->type==WAND && op->stats.food))
1296     return 1;
1297 elmex 1.1
1298     /* if something gives a protection, either positive or negative, its magical */
1299     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1300     * so this always works out fine.
1301     */
1302     for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1303 root 1.2 if (op->resist[i]) return 1;
1304 elmex 1.1
1305     /* Physical protection is expected on some item types, so they should
1306     * not be considered magical.
1307     */
1308     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1309 root 1.2 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1310    
1311 elmex 1.1 /* power crystal, spellbooks, and scrolls are always magical. */
1312     if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1313 root 1.2 op->type==SCROLL || op->type==GIRDLE)
1314     return 1;
1315 elmex 1.1
1316     /* Check to see if it increases/decreases any stats */
1317     for (i=0; i<NUM_STATS; i++)
1318 root 1.2 if (get_attr_value(&(op->stats),i)!=0) return 1;
1319 elmex 1.1
1320     /* If it doesn't fall into any of the above categories, must
1321     * be non magical.
1322     */
1323     return 0;
1324     }
1325    
1326     /* need_identify returns true if the item should be identified. This
1327     * function really should not exist - by default, any item not identified
1328     * should need it.
1329     */
1330    
1331     int need_identify(const object *op) {
1332     switch(op->type) {
1333 root 1.2 case RING:
1334     case WAND:
1335     case ROD:
1336     case HORN:
1337     case SCROLL:
1338     case SKILL:
1339     case SKILLSCROLL:
1340     case SPELLBOOK:
1341     case FOOD:
1342     case POTION:
1343     case BOW:
1344     case ARROW:
1345     case WEAPON:
1346     case ARMOUR:
1347     case SHIELD:
1348     case HELMET:
1349     case AMULET:
1350     case BOOTS:
1351     case GLOVES:
1352     case BRACERS:
1353     case GIRDLE:
1354     case CONTAINER:
1355     case DRINK:
1356     case FLESH:
1357     case INORGANIC:
1358     case CLOSE_CON:
1359     case CLOAK:
1360     case GEM:
1361     case POWER_CRYSTAL:
1362     case POISON:
1363     case BOOK:
1364     case SKILL_TOOL:
1365     return 1;
1366 elmex 1.1 }
1367     /* Try to track down some stuff that may show up here. Thus, the
1368     * archetype file can be updated, and this function removed.
1369     */
1370     #if 0
1371     LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name);
1372     #endif
1373     return 0;
1374     }
1375    
1376    
1377     /*
1378     * Supposed to fix face-values as well here, but later.
1379     */
1380    
1381     void identify(object *op) {
1382     object *pl;
1383    
1384     SET_FLAG(op,FLAG_IDENTIFIED);
1385     CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
1386     CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT);
1387    
1388     /*
1389     * We want autojoining of equal objects:
1390     */
1391     if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED))
1392 root 1.2 SET_FLAG(op,FLAG_KNOWN_CURSED);
1393 elmex 1.1
1394     if (op->type == POTION) {
1395 root 1.2 if (op->inv && op->randomitems) {
1396     if (op->title) free_string(op->title);
1397     op->title = add_refcount(op->inv->name);
1398     } else if (op->arch) {
1399     free_string(op->name);
1400     op->name = add_refcount(op->arch->clone.name);
1401     free_string(op->name_pl);
1402     op->name_pl = add_refcount(op->arch->clone.name_pl);
1403     }
1404 elmex 1.1 }
1405    
1406     /* If the object is on a map, make sure we update its face */
1407     if (op->map)
1408 root 1.2 update_object(op,UP_OBJ_FACE);
1409 elmex 1.1 else {
1410 root 1.2 pl = is_player_inv(op->env);
1411     if (pl)
1412     /* A lot of the values can change from an update - might as well send
1413     * it all.
1414     */
1415     esrv_send_item(pl, op);
1416 elmex 1.1 }
1417     }