ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.26
Committed: Mon Apr 23 18:09:57 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +6 -0 lines
Log Message:
- add format utility function.
- split dynbuf into dynbuf and dynbuf_text.
- use dynbuf_text for examine strings instead of
  outputting each line seperately. tried to use stringstreams
  but they add insane overheads (as does std::string, but less so).

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 1.25 const char *
393 root 1.4 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 root 1.25 const char *
422 root 1.4 query_weight (const object *op)
423     {
424 elmex 1.1 static char buf[10];
425 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
426 elmex 1.1
427 root 1.4 if (op->weight < 0)
428 elmex 1.1 return " ";
429 root 1.25
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 root 1.25
435 elmex 1.1 return buf;
436     }
437    
438     /*
439     * Returns the pointer to a static buffer containing
440     * the number requested (of the form first, second, third...)
441     */
442 root 1.25 const char *
443 root 1.4 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 root 1.25
453 root 1.4 if (i < 21)
454 elmex 1.1 return levelnumbers[i];
455 root 1.4 if (!(i % 10))
456     return levelnumbers_10[i / 10];
457 root 1.25
458 root 1.4 strcpy (buf, numbers_10[i / 10]);
459     strcat (buf, levelnumbers[i % 10]);
460 elmex 1.1 return buf;
461     }
462    
463     /*
464     * get_number(integer) returns the text-representation of the given number
465     * in a static buffer. The buffer might be overwritten at the next
466     * call to get_number().
467     * It is currently only used by the query_name() function.
468     */
469 root 1.25 const char *
470 root 1.4 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 1.25 const char *
497 root 1.4 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 root 1.25 const char *s = ring_desc (op);
620 root 1.4
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 1.25 const char *
650 root 1.4 query_name (const object *op)
651     {
652 root 1.23 static char buf[5][HUGE_BUF]; // OMFG
653 root 1.4 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 root 1.23
690 root 1.4 /* Basically, if the object is known magical (detect magic spell on it),
691     * and it isn't identified, print out the fact that
692     * it is magical. Assume that the detect magical spell will only set
693     * KNOWN_MAGICAL if the item actually is magical.
694     *
695     * Changed in V 0.91.4 - still print that the object is magical even
696     * if it has been applied. Equipping an item does not tell full
697     * abilities, especially for artifact items.
698     */
699     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
700     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
701 elmex 1.1
702     #if 0
703 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
704     * be returned in the name.
705     */
706     if (op->item_power)
707     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708 elmex 1.1
709     #endif
710    
711 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
712     {
713     switch (op->type)
714     {
715 root 1.23 case BOW:
716     case WAND:
717     case ROD:
718     case HORN:
719     safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
720     break;
721     case WEAPON:
722     safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
723     break;
724     case ARMOUR:
725     case HELMET:
726     case SHIELD:
727     case RING:
728     case BOOTS:
729     case GLOVES:
730     case AMULET:
731     case GIRDLE:
732     case BRACERS:
733     case CLOAK:
734     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
735     break;
736     case CONTAINER:
737     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
738     break;
739     case SKILL:
740     default:
741     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
742 root 1.2 }
743 elmex 1.1 }
744 root 1.23
745 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
746     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
747 elmex 1.1
748 root 1.23 return buf [use_buf];
749 elmex 1.1 }
750    
751     /*
752     * query_base_name(object) returns a character pointer pointing to a static
753     * buffer which contains a verbose textual representation of the name
754     * of the given object. The buffer will be overwritten at the next
755     * call to query_base_name(). This is a lot like query_name, but we
756     * don't include the item count or item status. Used for inventory sorting
757     * and sending to client.
758     * If plural is set, we generate the plural name of this.
759     */
760 root 1.4 const char *
761     query_base_name (const object *op, int plural)
762     {
763     static char buf[MAX_BUF], buf2[MAX_BUF];
764     int len;
765     materialtype_t *mt;
766 elmex 1.1
767 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
768     return "(null)";
769 elmex 1.1
770 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
771     return op->name; /* To speed things up (or make things slower?) */
772 elmex 1.1
773 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
774 root 1.4 mt = name_to_material (op->materialname);
775 elmex 1.1
776     #ifdef NEW_MATERIAL_CODE
777 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 root 1.4 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
779     {
780     strcpy (buf, mt->description);
781     len = strlen (buf);
782     safe_strcat (buf, " ", &len, MAX_BUF);
783     if (!plural)
784     safe_strcat (buf, op->name, &len, MAX_BUF);
785     else
786     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
787     }
788     else
789     {
790 elmex 1.1 #endif
791 root 1.4 if (!plural)
792 root 1.20 assign (buf, op->name);
793 root 1.4 else
794 root 1.20 assign (buf, op->name_pl);
795    
796 root 1.4 len = strlen (buf);
797 elmex 1.1 #ifdef NEW_MATERIAL_CODE
798     }
799     #endif
800    
801 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802     {
803     safe_strcat (buf, " ", &len, MAX_BUF);
804     safe_strcat (buf, op->title, &len, MAX_BUF);
805 elmex 1.1 }
806    
807 root 1.4 switch (op->type)
808     {
809 root 1.20 case SPELLBOOK:
810     case SCROLL:
811     case WAND:
812     case ROD:
813     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814     {
815     if (!op->title)
816     {
817     safe_strcat (buf, " of ", &len, MAX_BUF);
818     if (op->inv)
819     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820     else
821     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822     }
823     if (op->type != SPELLBOOK)
824     {
825     sprintf (buf2, " (lvl %d)", op->level);
826     safe_strcat (buf, buf2, &len, MAX_BUF);
827     }
828     }
829     break;
830 elmex 1.1
831    
832 root 1.20 case SKILL:
833     case AMULET:
834     case RING:
835     if (!op->title)
836     {
837     /* If ring has a title, full description isn't so useful */
838 root 1.25 const char *s = ring_desc (op);
839 root 1.4
840 root 1.20 if (s[0])
841     {
842     safe_strcat (buf, " ", &len, MAX_BUF);
843     safe_strcat (buf, s, &len, MAX_BUF);
844     }
845     }
846     break;
847     default:
848     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
849     {
850     sprintf (buf + strlen (buf), " %+d", op->magic);
851     }
852 elmex 1.1 }
853 root 1.20
854 root 1.4 return buf;
855 elmex 1.1 }
856    
857     /* Break this off from describe_item - that function was way
858     * too long, making it difficult to read. This function deals
859     * with describing the monsters & players abilities. It should only
860     * be called with monster & player objects. Returns a description
861     * in a static buffer.
862     */
863 root 1.4 static char *
864     describe_monster (const object *op)
865     {
866     char buf[MAX_BUF];
867     static char retbuf[VERY_BIG_BUF];
868     int i;
869    
870     retbuf[0] = '\0';
871    
872     /* Note that the resolution this provides for players really isn't
873     * very good. Any player with a speed greater than .67 will
874     * fall into the 'lightning fast movement' category.
875     */
876 elmex 1.16 if (op->has_active_speed ())
877 root 1.4 {
878     switch ((int) ((FABS (op->speed)) * 15))
879     {
880 root 1.2 case 0:
881 root 1.4 strcat (retbuf, "(very slow movement)");
882     break;
883 root 1.2 case 1:
884 root 1.4 strcat (retbuf, "(slow movement)");
885     break;
886 root 1.2 case 2:
887 root 1.4 strcat (retbuf, "(normal movement)");
888     break;
889 root 1.2 case 3:
890     case 4:
891 root 1.4 strcat (retbuf, "(fast movement)");
892     break;
893 root 1.2 case 5:
894     case 6:
895 root 1.4 strcat (retbuf, "(very fast movement)");
896     break;
897 root 1.2 case 7:
898     case 8:
899     case 9:
900     case 10:
901 root 1.4 strcat (retbuf, "(extremely fast movement)");
902     break;
903 root 1.2 default:
904 root 1.4 strcat (retbuf, "(lightning fast movement)");
905     break;
906 root 1.2 }
907 elmex 1.1 }
908 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
909     strcat (retbuf, "(undead)");
910     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
911     strcat (retbuf, "(see invisible)");
912     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
913     strcat (retbuf, "(wield weapon)");
914     if (QUERY_FLAG (op, FLAG_USE_BOW))
915     strcat (retbuf, "(archer)");
916     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
917     strcat (retbuf, "(wear armour)");
918     if (QUERY_FLAG (op, FLAG_USE_RING))
919     strcat (retbuf, "(wear ring)");
920     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
921     strcat (retbuf, "(read scroll)");
922     if (QUERY_FLAG (op, FLAG_USE_RANGE))
923     strcat (retbuf, "(fires wand/rod/horn)");
924     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
925     strcat (retbuf, "(skill user)");
926     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
927     strcat (retbuf, "(spellcaster)");
928     if (QUERY_FLAG (op, FLAG_FRIENDLY))
929     strcat (retbuf, "(friendly)");
930     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
931     strcat (retbuf, "(unaggressive)");
932     if (QUERY_FLAG (op, FLAG_HITBACK))
933     strcat (retbuf, "(hitback)");
934     if (QUERY_FLAG (op, FLAG_STEALTH))
935     strcat (retbuf, "(stealthy)");
936     if (op->randomitems != NULL)
937     {
938     treasure *t;
939     int first = 1;
940    
941     for (t = op->randomitems->items; t != NULL; t = t->next)
942 elmex 1.17 if (t->item && t->item->clone.type == SPELL)
943 root 1.4 {
944     if (first)
945     {
946     first = 0;
947     strcat (retbuf, "(Spell abilities:)");
948     }
949     strcat (retbuf, "(");
950     strcat (retbuf, t->item->clone.name);
951     strcat (retbuf, ")");
952     }
953     }
954     if (op->type == PLAYER)
955     {
956     if (op->contr->digestion)
957     {
958     if (op->contr->digestion != 0)
959     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
960     strcat (retbuf, buf);
961     }
962     if (op->contr->gen_grace)
963     {
964     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
965     strcat (retbuf, buf);
966     }
967     if (op->contr->gen_sp)
968     {
969     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
970     strcat (retbuf, buf);
971     }
972     if (op->contr->gen_hp)
973     {
974     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
975     strcat (retbuf, buf);
976     }
977     if (op->stats.luck)
978     {
979     sprintf (buf, "(luck%+d)", op->stats.luck);
980     strcat (retbuf, buf);
981     }
982 elmex 1.1 }
983 root 1.4
984     /* describe attacktypes */
985     if (is_dragon_pl (op))
986     {
987     /* for dragon players display the attacktypes from clawing skill
988     * Break apart the for loop - move the comparison checking down -
989     * this makes it more readable.
990     */
991     object *tmp;
992    
993     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
994     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
995     break;
996    
997     if (tmp && tmp->attacktype != 0)
998 root 1.22 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
999 root 1.4 else
1000 root 1.22 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1001 elmex 1.1 }
1002 root 1.4 else
1003 root 1.22 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1004 root 1.21
1005 root 1.4 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1006     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1007     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1008 root 1.22
1009 root 1.4 for (i = 0; i < NROFATTACKS; i++)
1010 root 1.22 if (op->resist[i])
1011     {
1012     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1013     strcat (retbuf, buf);
1014     }
1015    
1016 root 1.4 return retbuf;
1017 elmex 1.1 }
1018    
1019    
1020     /*
1021     * Returns a pointer to a static buffer which contains a
1022     * description of the given object.
1023     * If it is a monster, lots of information about its abilities
1024     * will be returned.
1025     * If it is an item, lots of information about which abilities
1026     * will be gained about its user will be returned.
1027     * If it is a player, it writes out the current abilities
1028     * of the player, which is usually gained by the items applied.
1029     * It would be really handy to actually pass another object
1030     * pointer on who is examining this object. Then, you could reveal
1031     * certain information depending on what the examiner knows, eg,
1032     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1033     * a dragon player examining food. Could have things like
1034     * a dwarven axe, in which the full abilities are only known to
1035     * dwarves, etc.
1036     *
1037     * This function is really much more complicated than it should
1038     * be, because different objects have different meanings
1039     * for the same field (eg, wands use 'food' for charges). This
1040     * means these special cases need to be worked out.
1041     *
1042     * Add 'owner' who is the person examining this object.
1043     * owner can be null if no one is being associated with this
1044     * item (eg, debug dump or the like)
1045     */
1046 root 1.25 const char *
1047 root 1.4 describe_item (const object *op, object *owner)
1048     {
1049     char buf[MAX_BUF];
1050     static char retbuf[VERY_BIG_BUF];
1051     int identified, i;
1052    
1053     retbuf[0] = '\0';
1054     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1055     {
1056     return describe_monster (op);
1057     }
1058     /* figure this out once, instead of making multiple calls to need_identify.
1059     * also makes the code easier to read.
1060     */
1061     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1062     identified = 1;
1063     else
1064     {
1065     strcpy (retbuf, "(unidentified)");
1066     identified = 0;
1067 elmex 1.1 }
1068 root 1.4 switch (op->type)
1069     {
1070 root 1.2 case BOW:
1071     case ARROW:
1072     case WAND:
1073     case ROD:
1074     case HORN:
1075     case WEAPON:
1076     case ARMOUR:
1077     case HELMET:
1078     case SHIELD:
1079     case BOOTS:
1080     case GLOVES:
1081     case GIRDLE:
1082     case BRACERS:
1083     case CLOAK:
1084     case SKILL_TOOL:
1085 root 1.4 break; /* We have more information to do below this switch */
1086 root 1.2
1087     case POWER_CRYSTAL:
1088 root 1.4 if (op->stats.maxsp > 1000)
1089     { /*higher capacity crystals */
1090     i = (op->stats.maxsp % 100) / 10;
1091     if (i)
1092     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1093     else
1094     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1095     }
1096     else
1097     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1098     strcat (retbuf, buf);
1099     i = (op->stats.sp * 10) / op->stats.maxsp;
1100     if (op->stats.sp == 0)
1101     strcat (retbuf, "empty.");
1102     else if (i == 0)
1103     strcat (retbuf, "almost empty.");
1104     else if (i < 3)
1105     strcat (retbuf, "partially filled.");
1106     else if (i < 6)
1107     strcat (retbuf, "half full.");
1108     else if (i < 9)
1109     strcat (retbuf, "well charged.");
1110     else if (op->stats.sp == op->stats.maxsp)
1111     strcat (retbuf, "fully charged.");
1112     else
1113     strcat (retbuf, "almost full.");
1114     break;
1115 root 1.2 case FOOD:
1116     case FLESH:
1117     case DRINK:
1118 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1119     {
1120     sprintf (buf, "(food+%d)", op->stats.food);
1121     strcat (retbuf, buf);
1122    
1123     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1124     {
1125     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1126     strcat (retbuf, buf);
1127 root 1.2 }
1128 root 1.4
1129     if (!QUERY_FLAG (op, FLAG_CURSED))
1130     {
1131     if (op->stats.hp)
1132     strcat (retbuf, "(heals)");
1133     if (op->stats.sp)
1134     strcat (retbuf, "(spellpoint regen)");
1135 root 1.2 }
1136 root 1.4 else
1137     {
1138     if (op->stats.hp)
1139     strcat (retbuf, "(damages)");
1140     if (op->stats.sp)
1141     strcat (retbuf, "(spellpoint depletion)");
1142 root 1.2 }
1143     }
1144 root 1.4 break;
1145 root 1.2
1146    
1147     case SKILL:
1148     case RING:
1149     case AMULET:
1150 root 1.4 if (op->item_power)
1151     {
1152     sprintf (buf, "(item_power %+d)", op->item_power);
1153     strcat (retbuf, buf);
1154 root 1.2 }
1155 root 1.4 if (op->title)
1156     strcat (retbuf, ring_desc (op));
1157     return retbuf;
1158 elmex 1.1
1159 root 1.2 default:
1160 root 1.4 return retbuf;
1161 elmex 1.1 }
1162    
1163 root 1.4 /* Down here, we more further describe equipment type items.
1164     * only describe them if they have been identified or the like.
1165     */
1166     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1167     {
1168     int attr, val;
1169    
1170     for (attr = 0; attr < NUM_STATS; attr++)
1171     {
1172     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1173     {
1174     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1175     strcat (retbuf, buf);
1176 root 1.2 }
1177     }
1178    
1179 root 1.4 if (op->stats.exp)
1180     {
1181     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1182     strcat (retbuf, buf);
1183 root 1.2 }
1184    
1185    
1186 root 1.4 switch (op->type)
1187     {
1188 root 1.2 case BOW:
1189     case ARROW:
1190     case GIRDLE:
1191     case HELMET:
1192     case SHIELD:
1193     case BOOTS:
1194     case GLOVES:
1195     case WEAPON:
1196     case SKILL:
1197     case RING:
1198     case AMULET:
1199     case ARMOUR:
1200     case BRACERS:
1201     case FORCE:
1202     case CLOAK:
1203 root 1.4 if (op->stats.wc)
1204     {
1205     sprintf (buf, "(wc%+d)", op->stats.wc);
1206     strcat (retbuf, buf);
1207 root 1.2 }
1208 root 1.4 if (op->stats.dam)
1209     {
1210     sprintf (buf, "(dam%+d)", op->stats.dam);
1211     strcat (retbuf, buf);
1212 root 1.2 }
1213 root 1.4 if (op->stats.ac)
1214     {
1215     sprintf (buf, "(ac%+d)", op->stats.ac);
1216     strcat (retbuf, buf);
1217 root 1.2 }
1218 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1219     {
1220     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1221     strcat (retbuf, buf);
1222 root 1.2 }
1223 root 1.4 break;
1224 root 1.2
1225 root 1.4 default:
1226     break;
1227 root 1.2 }
1228 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1229     strcat (retbuf, "(xray-vision)");
1230     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1231     strcat (retbuf, "(infravision)");
1232    
1233     /* levitate was what is was before, so we'll keep it */
1234     if (op->move_type & MOVE_FLY_LOW)
1235     strcat (retbuf, "(levitate)");
1236    
1237     if (op->move_type & MOVE_FLY_HIGH)
1238     strcat (retbuf, "(fly)");
1239    
1240     if (op->move_type & MOVE_SWIM)
1241     strcat (retbuf, "(swim)");
1242    
1243     /* walking is presumed as 'normal', so doesn't need mentioning */
1244    
1245     if (op->item_power)
1246     {
1247     sprintf (buf, "(item_power %+d)", op->item_power);
1248     strcat (retbuf, buf);
1249     }
1250     } /* End if identified or applied */
1251    
1252     /* This blocks only deals with fully identified object.
1253     * it is intentional that this is not an 'else' from a above -
1254     * in this way, information is added.
1255     */
1256     if (identified)
1257     {
1258     int more_info = 0;
1259    
1260     switch (op->type)
1261     {
1262     case ROD: /* These use stats.sp for spell selection and stats.food */
1263     case HORN: /* and stats.hp for spell-point regeneration... */
1264 root 1.2 case BOW:
1265     case ARROW:
1266     case WAND:
1267     case FOOD:
1268     case FLESH:
1269     case DRINK:
1270 root 1.4 more_info = 0;
1271     break;
1272 root 1.2
1273 root 1.4 /* Armor type objects */
1274 root 1.2 case ARMOUR:
1275     case HELMET:
1276     case SHIELD:
1277     case BOOTS:
1278     case GLOVES:
1279     case GIRDLE:
1280     case BRACERS:
1281     case CLOAK:
1282 root 1.4 if (ARMOUR_SPEED (op))
1283     {
1284     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1285     strcat (retbuf, buf);
1286 root 1.2 }
1287 root 1.4 if (ARMOUR_SPELLS (op))
1288     {
1289     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1290     strcat (retbuf, buf);
1291 root 1.2 }
1292 root 1.4 more_info = 1;
1293     break;
1294 root 1.2
1295     case WEAPON:
1296 root 1.4 /* Calculate it the same way fix_player does so the results
1297     * make sense.
1298     */
1299     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1300     if (i < 0)
1301     i = 0;
1302    
1303     sprintf (buf, "(weapon speed %d)", i);
1304     strcat (retbuf, buf);
1305     more_info = 1;
1306     break;
1307    
1308     }
1309     if (more_info)
1310     {
1311     if (op->stats.food)
1312     {
1313     if (op->stats.food != 0)
1314     sprintf (buf, "(sustenance%+d)", op->stats.food);
1315     strcat (retbuf, buf);
1316 root 1.2 }
1317 root 1.4 if (op->stats.grace)
1318     {
1319     sprintf (buf, "(grace%+d)", op->stats.grace);
1320     strcat (retbuf, buf);
1321 root 1.2 }
1322 root 1.4 if (op->stats.sp)
1323     {
1324     sprintf (buf, "(magic%+d)", op->stats.sp);
1325     strcat (retbuf, buf);
1326 root 1.2 }
1327 root 1.4 if (op->stats.hp)
1328     {
1329     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1330     strcat (retbuf, buf);
1331 root 1.2 }
1332     }
1333    
1334 root 1.4 if (op->stats.luck)
1335     {
1336     sprintf (buf, "(luck%+d)", op->stats.luck);
1337     strcat (retbuf, buf);
1338     }
1339     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1340     strcat (retbuf, "(lifesaving)");
1341     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1342     strcat (retbuf, "(reflect spells)");
1343     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1344     strcat (retbuf, "(reflect missiles)");
1345     if (QUERY_FLAG (op, FLAG_STEALTH))
1346     strcat (retbuf, "(stealth)");
1347     if (op->slaying != NULL && op->type != FOOD)
1348     {
1349     sprintf (buf, "(slay %s)", &op->slaying);
1350     strcat (retbuf, buf);
1351     }
1352     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1353     /* resistance on flesh is only visible for quetzals. If
1354     * non flesh, everyone can see its resistances
1355     */
1356     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1357     strcat (retbuf, describe_resistance (op, 0));
1358     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1359     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1360     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1361 elmex 1.1 }
1362    
1363 root 1.4 return retbuf;
1364 elmex 1.1 }
1365    
1366 root 1.26 std::string
1367     object::describe_item (object *who)
1368     {
1369     return std::string (::describe_item (this, who));
1370     }
1371    
1372 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1373     * increases/decreases any abilities, provides a resistance,
1374     * has a generic magical bonus, or is an artifact.
1375     * This function is used by detect_magic to determine if an item
1376     * should be marked as magical.
1377     */
1378    
1379 root 1.4 int
1380     is_magical (const object *op)
1381     {
1382     int i;
1383 elmex 1.1
1384 root 1.4 /* living creatures are considered non magical */
1385     if (QUERY_FLAG (op, FLAG_ALIVE))
1386     return 0;
1387 elmex 1.1
1388 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1389     if (op->title != NULL)
1390     return 1;
1391    
1392     /* Handle rings and amulets specially. If they change any of these
1393     * values, it means they are magical.
1394     */
1395     if ((op->type == AMULET || op->type == RING) &&
1396     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1397     return 1;
1398    
1399     /* Check for stealty, speed, flying, or just plain magic in the boots */
1400     /* Presume any boots that hvae a move_type are special. */
1401     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1402     return 1;
1403    
1404     /* Take care of amulet/shield that reflects spells/missiles */
1405     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1406     return 1;
1407    
1408     /* Take care of helmet of xrays */
1409     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1410     return 1;
1411    
1412     /* Potions & rods are always magical. Wands/staves are also magical,
1413     * assuming they still have any charges left.
1414     */
1415     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1416     return 1;
1417    
1418     /* if something gives a protection, either positive or negative, its magical */
1419     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1420     * so this always works out fine.
1421     */
1422     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1423     if (op->resist[i])
1424     return 1;
1425    
1426     /* Physical protection is expected on some item types, so they should
1427     * not be considered magical.
1428     */
1429     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1430     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1431     return 1;
1432    
1433     /* power crystal, spellbooks, and scrolls are always magical. */
1434     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1435     return 1;
1436    
1437     /* Check to see if it increases/decreases any stats */
1438     for (i = 0; i < NUM_STATS; i++)
1439     if (get_attr_value (&(op->stats), i) != 0)
1440     return 1;
1441    
1442     /* If it doesn't fall into any of the above categories, must
1443     * be non magical.
1444     */
1445     return 0;
1446 elmex 1.1 }
1447    
1448     /* need_identify returns true if the item should be identified. This
1449     * function really should not exist - by default, any item not identified
1450     * should need it.
1451     */
1452    
1453 root 1.4 int
1454     need_identify (const object *op)
1455     {
1456     switch (op->type)
1457     {
1458 root 1.2 case RING:
1459     case WAND:
1460     case ROD:
1461     case HORN:
1462     case SCROLL:
1463     case SKILL:
1464     case SKILLSCROLL:
1465     case SPELLBOOK:
1466     case FOOD:
1467     case POTION:
1468     case BOW:
1469     case ARROW:
1470     case WEAPON:
1471     case ARMOUR:
1472     case SHIELD:
1473     case HELMET:
1474     case AMULET:
1475     case BOOTS:
1476     case GLOVES:
1477     case BRACERS:
1478     case GIRDLE:
1479     case CONTAINER:
1480     case DRINK:
1481     case FLESH:
1482     case INORGANIC:
1483     case CLOSE_CON:
1484     case CLOAK:
1485     case GEM:
1486     case POWER_CRYSTAL:
1487     case POISON:
1488     case BOOK:
1489     case SKILL_TOOL:
1490 root 1.4 return 1;
1491 elmex 1.1 }
1492 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1493     * archetype file can be updated, and this function removed.
1494     */
1495 elmex 1.1 #if 0
1496 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1497 elmex 1.1 #endif
1498 root 1.4 return 0;
1499 elmex 1.1 }
1500    
1501     /*
1502     * Supposed to fix face-values as well here, but later.
1503     */
1504 root 1.4 void
1505     identify (object *op)
1506     {
1507     object *pl;
1508 elmex 1.1
1509 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1510     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512    
1513     /*
1514     * We want autojoining of equal objects:
1515     */
1516     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1517     SET_FLAG (op, FLAG_KNOWN_CURSED);
1518    
1519     if (op->type == POTION)
1520     {
1521     if (op->inv && op->randomitems)
1522     op->title = op->inv->name;
1523     else if (op->arch)
1524     {
1525     op->name = op->arch->clone.name;
1526     op->name_pl = op->arch->clone.name_pl;
1527     }
1528 elmex 1.1 }
1529    
1530 root 1.4 /* If the object is on a map, make sure we update its face */
1531     if (op->map)
1532 root 1.24 update_object (op, UP_OBJ_CHANGE);
1533 root 1.4 else
1534     {
1535 root 1.9 pl = op->in_player ();
1536 root 1.4 if (pl)
1537     /* A lot of the values can change from an update - might as well send
1538     * it all.
1539     */
1540     esrv_send_item (pl, op);
1541 elmex 1.1 }
1542     }
1543 root 1.9