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Revision: 1.28
Committed: Wed May 2 05:59:06 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +2 -2 lines
Log Message:
make the distinction between wield and apply

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.27 * CrossFire, A Multiplayer game
3 pippijn 1.19 *
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 1.27 if (ench < 0) ench = 0;
256     if (ench > 20) ench = 20;
257    
258 root 1.4 return enc_to_item_power[ench];
259 elmex 1.1 }
260    
261     /* This takes an object 'op' and figures out what its item_power
262     * rating should be. This should only really be used by the treasure
263     * generation code, and when loading legacy objects. It returns
264     * the item_power it calculates.
265     * If flag is 1, we return the number of enchantment, and not the
266     * the power. This is used in the treasure code.
267     */
268 root 1.4 int
269     calc_item_power (const object *op, int flag)
270 elmex 1.1 {
271 root 1.4 int i, tmp, enc;
272 elmex 1.1
273 root 1.4 enc = 0;
274     for (i = 0; i < NUM_STATS; i++)
275     enc += get_attr_value (&op->stats, i);
276    
277     /* This protection logic is pretty flawed. 20% fire resistance
278     * is much more valuable than 20% confusion, or 20% slow, or
279     * several others. Start at 1 - ignore physical - all that normal
280     * armour shouldn't be counted against
281     */
282     tmp = 0;
283     for (i = 1; i < NROFATTACKS; i++)
284     tmp += op->resist[i];
285    
286     /* Add/substract 10 so that the rounding works out right */
287     if (tmp > 0)
288     enc += (tmp + 10) / 20;
289     else if (tmp < 0)
290     enc += (tmp - 10) / 20;
291    
292     enc += op->magic;
293    
294     /* For each attacktype a weapon has, one more encantment. Start at 1 -
295     * physical doesn't count against total.
296     */
297     if (op->type == WEAPON)
298     {
299     for (i = 1; i < NROFATTACKS; i++)
300     if (op->attacktype & (1 << i))
301     enc++;
302     if (op->slaying)
303     enc += 2; /* What it slays is probably more relevent */
304     }
305     /* Items the player can equip */
306     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
307     (op->type == SHIELD) || (op->type == RING) ||
308     (op->type == BOOTS) || (op->type == GLOVES) ||
309     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
310     {
311     enc += op->stats.food; /* sustenance */
312     enc += op->stats.hp; /* hp regen */
313     enc += op->stats.sp; /* mana regen */
314     enc += op->stats.grace; /* grace regen */
315     enc += op->stats.exp; /* speed bonus */
316     }
317     enc += op->stats.luck;
318    
319     /* Do spell paths now */
320     for (i = 1; i < NRSPELLPATHS; i++)
321     {
322     if (op->path_attuned & (1 << i))
323     enc++;
324     else if (op->path_denied & (1 << i))
325     enc -= 2;
326     else if (op->path_repelled & (1 << i))
327     enc--;
328     }
329    
330     if (QUERY_FLAG (op, FLAG_LIFESAVE))
331     enc += 5;
332     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
333     enc += 3;
334     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
335     enc += 2;
336     if (QUERY_FLAG (op, FLAG_STEALTH))
337     enc += 1;
338     if (QUERY_FLAG (op, FLAG_XRAYS))
339     enc += 2;
340     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
341     enc += 1;
342     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
343     enc += 1;
344 elmex 1.1
345 root 1.4 return get_power_from_ench (enc);
346 elmex 1.1 }
347    
348     /* returns the typedata that has a number equal to itemtype, if there
349     * isn't one, returns NULL */
350 root 1.4 const typedata *
351     get_typedata (int itemtype)
352     {
353     int i;
354    
355     for (i = 0; i < item_types_size; i++)
356     if (item_types[i].number == itemtype)
357     return &item_types[i];
358     return NULL;
359 elmex 1.1 }
360    
361     /* returns the typedata that has a name equal to itemtype, if there
362     * isn't one, return the plural name that matches, if there still isn't
363     * one return NULL */
364 root 1.4 const typedata *
365     get_typedata_by_name (const char *name)
366     {
367     int i;
368    
369     for (i = 0; i < item_types_size; i++)
370     if (!strcmp (item_types[i].name, name))
371     return &item_types[i];
372     for (i = 0; i < item_types_size; i++)
373     if (!strcmp (item_types[i].name_pl, name))
374     {
375     LOG (llevInfo,
376     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
377     return &item_types[i];
378     }
379     return NULL;
380 elmex 1.1 }
381 root 1.4
382 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
383     * returns a static array of the description. This can return
384     * a big buffer.
385     * if newline is true, we don't put parens around the description
386     * but do put a newline at the end. Useful when dumping to files
387     */
388 root 1.25 const char *
389 root 1.4 describe_resistance (const object *op, int newline)
390 elmex 1.1 {
391 root 1.4 static char buf[VERY_BIG_BUF];
392     char buf1[VERY_BIG_BUF];
393     int tmpvar;
394    
395     buf[0] = 0;
396     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
397     {
398     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
399     {
400     if (!newline)
401     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
402     else
403     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
404 elmex 1.1
405 root 1.4 strcat (buf, buf1);
406     }
407 elmex 1.1 }
408 root 1.4 return buf;
409 elmex 1.1 }
410    
411    
412     /*
413     * query_weight(object) returns a character pointer to a static buffer
414     * containing the text-representation of the weight of the given object.
415     * The buffer will be overwritten by the next call to query_weight().
416     */
417 root 1.25 const char *
418 root 1.4 query_weight (const object *op)
419     {
420 elmex 1.1 static char buf[10];
421 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
422 elmex 1.1
423 root 1.4 if (op->weight < 0)
424 elmex 1.1 return " ";
425 root 1.25
426 root 1.4 if (i % 1000)
427     sprintf (buf, "%6.1f", i / 1000.0);
428 elmex 1.1 else
429 root 1.4 sprintf (buf, "%4d ", i / 1000);
430 root 1.25
431 elmex 1.1 return buf;
432     }
433    
434     /*
435     * Returns the pointer to a static buffer containing
436     * the number requested (of the form first, second, third...)
437     */
438 root 1.25 const char *
439 root 1.4 get_levelnumber (int i)
440     {
441 elmex 1.1 static char buf[MAX_BUF];
442 root 1.4
443     if (i > 99)
444     {
445     sprintf (buf, "%d.", i);
446     return buf;
447     }
448 root 1.25
449 root 1.4 if (i < 21)
450 elmex 1.1 return levelnumbers[i];
451 root 1.4 if (!(i % 10))
452     return levelnumbers_10[i / 10];
453 root 1.25
454 root 1.4 strcpy (buf, numbers_10[i / 10]);
455     strcat (buf, levelnumbers[i % 10]);
456 elmex 1.1 return buf;
457     }
458    
459     /*
460     * get_number(integer) returns the text-representation of the given number
461     * in a static buffer. The buffer might be overwritten at the next
462     * call to get_number().
463     * It is currently only used by the query_name() function.
464     */
465 root 1.25 const char *
466 root 1.4 get_number (int i)
467     {
468     if (i <= 20)
469 elmex 1.1 return numbers[i];
470 root 1.4 else
471     {
472     static char buf[MAX_BUF];
473    
474     sprintf (buf, "%d", i);
475     return buf;
476     }
477 elmex 1.1 }
478    
479     /*
480     * Returns pointer to static buffer containing ring's or amulet's
481     * abilities
482     * These are taken from old query_name(), but it would work better
483     * if describle_item() would be called to get this information and
484     * caller would handle FULL_RING_DESCRIPTION definition.
485     * Or make FULL_RING_DESCRIPTION standard part of a game and let
486     * client handle names.
487     */
488 root 1.4
489 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
490     * from stats.sp - b.t.
491     */
492 root 1.25 const char *
493 root 1.4 ring_desc (const object *op)
494 elmex 1.1 {
495 root 1.4 static char buf[VERY_BIG_BUF];
496     int attr, val, len;
497 elmex 1.1
498 root 1.4 buf[0] = 0;
499 elmex 1.1
500 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
501 elmex 1.1 return buf;
502 root 1.4
503     for (attr = 0; attr < NUM_STATS; attr++)
504     {
505     if ((val = get_attr_value (&(op->stats), attr)) != 0)
506     {
507     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
508     }
509     }
510 root 1.27
511 root 1.4 if (op->stats.exp)
512     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
513     if (op->stats.wc)
514     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
515     if (op->stats.dam)
516     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
517     if (op->stats.ac)
518     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
519    
520     strcat (buf, describe_resistance (op, 0));
521    
522     if (op->stats.food != 0)
523     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
524     /* else if (op->stats.food < 0)
525     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
526     if (op->stats.grace)
527     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
528     if (op->stats.sp && op->type != SKILL)
529     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
530     if (op->stats.hp)
531     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
532     if (op->stats.luck)
533     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
534     if (QUERY_FLAG (op, FLAG_LIFESAVE))
535     strcat (buf, "(lifesaving)");
536     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
537     strcat (buf, "(reflect spells)");
538     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
539     strcat (buf, "(reflect missiles)");
540     if (QUERY_FLAG (op, FLAG_STEALTH))
541     strcat (buf, "(stealth)");
542 root 1.27
543 root 1.4 /* Shorten some of the names, so they appear better in the windows */
544     len = strlen (buf);
545     DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
546     DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
547     DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
548    
549     /* if(op->item_power)
550     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
551     */
552     if (buf[0] == 0 && op->type != SKILL)
553     strcpy (buf, "of adornment");
554    
555    
556     return buf;
557 elmex 1.1 }
558    
559     /*
560     * query_short_name(object) is similar to query_name, but doesn't
561     * contain any information about object status (worn/cursed/etc.)
562     */
563 root 1.4 const char *
564     query_short_name (const object *op)
565 elmex 1.1 {
566 root 1.4 static char buf[HUGE_BUF];
567     char buf2[HUGE_BUF];
568     int len = 0;
569    
570     if (op->name == NULL)
571     return "(null)";
572 root 1.5
573 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
574     return op->name; /* To speed things up (or make things slower?) */
575    
576     if (op->nrof <= 1)
577     safe_strcat (buf, op->name, &len, HUGE_BUF);
578     else
579     safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
580    
581     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
582     {
583     safe_strcat (buf, " ", &len, HUGE_BUF);
584     safe_strcat (buf, op->title, &len, HUGE_BUF);
585 elmex 1.1 }
586    
587 root 1.4 switch (op->type)
588     {
589 root 1.2 case SPELLBOOK:
590     case SCROLL:
591     case WAND:
592     case ROD:
593 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
594     {
595     if (!op->title)
596     {
597     safe_strcat (buf, " of ", &len, HUGE_BUF);
598     if (op->inv)
599     safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
600     else
601     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
602 root 1.2 }
603 root 1.4 if (op->type != SPELLBOOK)
604     {
605     sprintf (buf2, " (lvl %d)", op->level);
606     safe_strcat (buf, buf2, &len, HUGE_BUF);
607 root 1.2 }
608     }
609 root 1.4 break;
610 elmex 1.1
611 root 1.4 case SKILL:
612     case AMULET:
613     case RING:
614     if (!op->title)
615     {
616     /* If ring has a title, full description isn't so useful */
617 root 1.25 const char *s = ring_desc (op);
618 root 1.4
619     if (s[0])
620     {
621     safe_strcat (buf, " ", &len, HUGE_BUF);
622     safe_strcat (buf, s, &len, HUGE_BUF);
623     }
624     }
625     break;
626     default:
627     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
628     {
629     sprintf (buf2, " %+d", op->magic);
630     safe_strcat (buf, buf2, &len, HUGE_BUF);
631 root 1.2 }
632 elmex 1.1 }
633 root 1.4 return buf;
634 elmex 1.1 }
635    
636     /*
637     * query_name(object) returns a character pointer pointing to a static
638     * buffer which contains a verbose textual representation of the name
639     * of the given object.
640     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
641     * you can make several calls to query_name before the bufs start getting
642     * overwritten. This may be a bad thing (it may be easier to assume the value
643     * returned is good forever.) However, it makes printing statements that
644     * use several names much easier (don't need to store them to temp variables.)
645     *
646     */
647 root 1.25 const char *
648 root 1.4 query_name (const object *op)
649     {
650 root 1.23 static char buf[5][HUGE_BUF]; // OMFG
651 root 1.4 static int use_buf = 0;
652     int len = 0;
653    
654 elmex 1.1 #ifdef NEW_MATERIAL_CODE
655 root 1.4 materialtype_t *mt;
656 elmex 1.1 #endif
657    
658 root 1.4 use_buf++;
659     use_buf %= 5;
660 elmex 1.1
661     #ifdef NEW_MATERIAL_CODE
662 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
663 root 1.4 {
664     mt = name_to_material (op->materialname);
665     if (mt)
666     {
667     safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
668     safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
669 root 1.2 }
670 elmex 1.1 }
671     #endif
672    
673 root 1.4 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
674 elmex 1.1
675 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
676     safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
677     if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
678     safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
679    
680     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
681     {
682     if (QUERY_FLAG (op, FLAG_DAMNED))
683     safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
684     else if (QUERY_FLAG (op, FLAG_CURSED))
685     safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
686     }
687 root 1.23
688 root 1.4 /* Basically, if the object is known magical (detect magic spell on it),
689     * and it isn't identified, print out the fact that
690     * it is magical. Assume that the detect magical spell will only set
691     * KNOWN_MAGICAL if the item actually is magical.
692     *
693     * Changed in V 0.91.4 - still print that the object is magical even
694     * if it has been applied. Equipping an item does not tell full
695     * abilities, especially for artifact items.
696     */
697     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
698     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
699 elmex 1.1
700     #if 0
701 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
702     * be returned in the name.
703     */
704     if (op->item_power)
705     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
706 elmex 1.1
707     #endif
708    
709 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
710     {
711     switch (op->type)
712     {
713 root 1.23 case BOW:
714     case WAND:
715     case ROD:
716     case HORN:
717 root 1.28 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
718 root 1.23 break;
719     case WEAPON:
720 root 1.28 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
721 root 1.23 break;
722     case ARMOUR:
723     case HELMET:
724     case SHIELD:
725     case RING:
726     case BOOTS:
727     case GLOVES:
728     case AMULET:
729     case GIRDLE:
730     case BRACERS:
731     case CLOAK:
732     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
733     break;
734     case CONTAINER:
735     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
736     break;
737     case SKILL:
738     default:
739     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
740 root 1.2 }
741 elmex 1.1 }
742 root 1.23
743 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
744     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
745 elmex 1.1
746 root 1.23 return buf [use_buf];
747 elmex 1.1 }
748    
749     /*
750     * query_base_name(object) returns a character pointer pointing to a static
751     * buffer which contains a verbose textual representation of the name
752     * of the given object. The buffer will be overwritten at the next
753     * call to query_base_name(). This is a lot like query_name, but we
754     * don't include the item count or item status. Used for inventory sorting
755     * and sending to client.
756     * If plural is set, we generate the plural name of this.
757     */
758 root 1.4 const char *
759     query_base_name (const object *op, int plural)
760     {
761     static char buf[MAX_BUF], buf2[MAX_BUF];
762     int len;
763     materialtype_t *mt;
764 elmex 1.1
765 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
766     return "(null)";
767 elmex 1.1
768 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769     return op->name; /* To speed things up (or make things slower?) */
770 elmex 1.1
771 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 root 1.4 mt = name_to_material (op->materialname);
773 elmex 1.1
774     #ifdef NEW_MATERIAL_CODE
775 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 root 1.4 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777     {
778     strcpy (buf, mt->description);
779     len = strlen (buf);
780     safe_strcat (buf, " ", &len, MAX_BUF);
781     if (!plural)
782     safe_strcat (buf, op->name, &len, MAX_BUF);
783     else
784     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785     }
786     else
787     {
788 elmex 1.1 #endif
789 root 1.4 if (!plural)
790 root 1.20 assign (buf, op->name);
791 root 1.4 else
792 root 1.20 assign (buf, op->name_pl);
793    
794 root 1.4 len = strlen (buf);
795 elmex 1.1 #ifdef NEW_MATERIAL_CODE
796     }
797     #endif
798    
799 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800     {
801     safe_strcat (buf, " ", &len, MAX_BUF);
802     safe_strcat (buf, op->title, &len, MAX_BUF);
803 elmex 1.1 }
804    
805 root 1.4 switch (op->type)
806     {
807 root 1.20 case SPELLBOOK:
808     case SCROLL:
809     case WAND:
810     case ROD:
811     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812     {
813     if (!op->title)
814     {
815     safe_strcat (buf, " of ", &len, MAX_BUF);
816     if (op->inv)
817     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818     else
819     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820     }
821     if (op->type != SPELLBOOK)
822     {
823     sprintf (buf2, " (lvl %d)", op->level);
824     safe_strcat (buf, buf2, &len, MAX_BUF);
825     }
826     }
827     break;
828 elmex 1.1
829    
830 root 1.20 case SKILL:
831     case AMULET:
832     case RING:
833     if (!op->title)
834     {
835     /* If ring has a title, full description isn't so useful */
836 root 1.25 const char *s = ring_desc (op);
837 root 1.4
838 root 1.20 if (s[0])
839     {
840     safe_strcat (buf, " ", &len, MAX_BUF);
841     safe_strcat (buf, s, &len, MAX_BUF);
842     }
843     }
844     break;
845     default:
846     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847     {
848     sprintf (buf + strlen (buf), " %+d", op->magic);
849     }
850 elmex 1.1 }
851 root 1.20
852 root 1.4 return buf;
853 elmex 1.1 }
854    
855     /* Break this off from describe_item - that function was way
856     * too long, making it difficult to read. This function deals
857     * with describing the monsters & players abilities. It should only
858     * be called with monster & player objects. Returns a description
859     * in a static buffer.
860     */
861 root 1.4 static char *
862     describe_monster (const object *op)
863     {
864     char buf[MAX_BUF];
865     static char retbuf[VERY_BIG_BUF];
866     int i;
867    
868     retbuf[0] = '\0';
869    
870     /* Note that the resolution this provides for players really isn't
871     * very good. Any player with a speed greater than .67 will
872     * fall into the 'lightning fast movement' category.
873     */
874 elmex 1.16 if (op->has_active_speed ())
875 root 1.4 {
876     switch ((int) ((FABS (op->speed)) * 15))
877     {
878 root 1.2 case 0:
879 root 1.4 strcat (retbuf, "(very slow movement)");
880     break;
881 root 1.2 case 1:
882 root 1.4 strcat (retbuf, "(slow movement)");
883     break;
884 root 1.2 case 2:
885 root 1.4 strcat (retbuf, "(normal movement)");
886     break;
887 root 1.2 case 3:
888     case 4:
889 root 1.4 strcat (retbuf, "(fast movement)");
890     break;
891 root 1.2 case 5:
892     case 6:
893 root 1.4 strcat (retbuf, "(very fast movement)");
894     break;
895 root 1.2 case 7:
896     case 8:
897     case 9:
898     case 10:
899 root 1.4 strcat (retbuf, "(extremely fast movement)");
900     break;
901 root 1.2 default:
902 root 1.4 strcat (retbuf, "(lightning fast movement)");
903     break;
904 root 1.2 }
905 elmex 1.1 }
906 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
907     strcat (retbuf, "(undead)");
908     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
909     strcat (retbuf, "(see invisible)");
910     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
911     strcat (retbuf, "(wield weapon)");
912     if (QUERY_FLAG (op, FLAG_USE_BOW))
913     strcat (retbuf, "(archer)");
914     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
915     strcat (retbuf, "(wear armour)");
916     if (QUERY_FLAG (op, FLAG_USE_RING))
917     strcat (retbuf, "(wear ring)");
918     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
919     strcat (retbuf, "(read scroll)");
920     if (QUERY_FLAG (op, FLAG_USE_RANGE))
921     strcat (retbuf, "(fires wand/rod/horn)");
922     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
923     strcat (retbuf, "(skill user)");
924     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
925     strcat (retbuf, "(spellcaster)");
926     if (QUERY_FLAG (op, FLAG_FRIENDLY))
927     strcat (retbuf, "(friendly)");
928     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
929     strcat (retbuf, "(unaggressive)");
930     if (QUERY_FLAG (op, FLAG_HITBACK))
931     strcat (retbuf, "(hitback)");
932     if (QUERY_FLAG (op, FLAG_STEALTH))
933     strcat (retbuf, "(stealthy)");
934     if (op->randomitems != NULL)
935     {
936     treasure *t;
937     int first = 1;
938    
939     for (t = op->randomitems->items; t != NULL; t = t->next)
940 elmex 1.17 if (t->item && t->item->clone.type == SPELL)
941 root 1.4 {
942     if (first)
943     {
944     first = 0;
945     strcat (retbuf, "(Spell abilities:)");
946     }
947     strcat (retbuf, "(");
948     strcat (retbuf, t->item->clone.name);
949     strcat (retbuf, ")");
950     }
951     }
952     if (op->type == PLAYER)
953     {
954     if (op->contr->digestion)
955     {
956     if (op->contr->digestion != 0)
957     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
958     strcat (retbuf, buf);
959     }
960     if (op->contr->gen_grace)
961     {
962     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
963     strcat (retbuf, buf);
964     }
965     if (op->contr->gen_sp)
966     {
967     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
968     strcat (retbuf, buf);
969     }
970     if (op->contr->gen_hp)
971     {
972     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
973     strcat (retbuf, buf);
974     }
975     if (op->stats.luck)
976     {
977     sprintf (buf, "(luck%+d)", op->stats.luck);
978     strcat (retbuf, buf);
979     }
980 elmex 1.1 }
981 root 1.4
982     /* describe attacktypes */
983     if (is_dragon_pl (op))
984     {
985     /* for dragon players display the attacktypes from clawing skill
986     * Break apart the for loop - move the comparison checking down -
987     * this makes it more readable.
988     */
989     object *tmp;
990    
991     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
992     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
993     break;
994    
995     if (tmp && tmp->attacktype != 0)
996 root 1.22 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
997 root 1.4 else
998 root 1.22 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
999 elmex 1.1 }
1000 root 1.4 else
1001 root 1.22 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1002 root 1.21
1003 root 1.4 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1004     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1005     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1006 root 1.22
1007 root 1.4 for (i = 0; i < NROFATTACKS; i++)
1008 root 1.22 if (op->resist[i])
1009     {
1010     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1011     strcat (retbuf, buf);
1012     }
1013    
1014 root 1.4 return retbuf;
1015 elmex 1.1 }
1016    
1017    
1018     /*
1019     * Returns a pointer to a static buffer which contains a
1020     * description of the given object.
1021     * If it is a monster, lots of information about its abilities
1022     * will be returned.
1023     * If it is an item, lots of information about which abilities
1024     * will be gained about its user will be returned.
1025     * If it is a player, it writes out the current abilities
1026     * of the player, which is usually gained by the items applied.
1027     * It would be really handy to actually pass another object
1028     * pointer on who is examining this object. Then, you could reveal
1029     * certain information depending on what the examiner knows, eg,
1030     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1031     * a dragon player examining food. Could have things like
1032     * a dwarven axe, in which the full abilities are only known to
1033     * dwarves, etc.
1034     *
1035     * This function is really much more complicated than it should
1036     * be, because different objects have different meanings
1037     * for the same field (eg, wands use 'food' for charges). This
1038     * means these special cases need to be worked out.
1039     *
1040     * Add 'owner' who is the person examining this object.
1041     * owner can be null if no one is being associated with this
1042     * item (eg, debug dump or the like)
1043     */
1044 root 1.25 const char *
1045 root 1.4 describe_item (const object *op, object *owner)
1046     {
1047     char buf[MAX_BUF];
1048     static char retbuf[VERY_BIG_BUF];
1049     int identified, i;
1050    
1051     retbuf[0] = '\0';
1052     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1053     {
1054     return describe_monster (op);
1055     }
1056     /* figure this out once, instead of making multiple calls to need_identify.
1057     * also makes the code easier to read.
1058     */
1059     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1060     identified = 1;
1061     else
1062     {
1063     strcpy (retbuf, "(unidentified)");
1064     identified = 0;
1065 elmex 1.1 }
1066 root 1.4 switch (op->type)
1067     {
1068 root 1.2 case BOW:
1069     case ARROW:
1070     case WAND:
1071     case ROD:
1072     case HORN:
1073     case WEAPON:
1074     case ARMOUR:
1075     case HELMET:
1076     case SHIELD:
1077     case BOOTS:
1078     case GLOVES:
1079     case GIRDLE:
1080     case BRACERS:
1081     case CLOAK:
1082     case SKILL_TOOL:
1083 root 1.4 break; /* We have more information to do below this switch */
1084 root 1.2
1085     case POWER_CRYSTAL:
1086 root 1.4 if (op->stats.maxsp > 1000)
1087     { /*higher capacity crystals */
1088     i = (op->stats.maxsp % 100) / 10;
1089     if (i)
1090     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1091     else
1092     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1093     }
1094     else
1095     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1096     strcat (retbuf, buf);
1097     i = (op->stats.sp * 10) / op->stats.maxsp;
1098     if (op->stats.sp == 0)
1099     strcat (retbuf, "empty.");
1100     else if (i == 0)
1101     strcat (retbuf, "almost empty.");
1102     else if (i < 3)
1103     strcat (retbuf, "partially filled.");
1104     else if (i < 6)
1105     strcat (retbuf, "half full.");
1106     else if (i < 9)
1107     strcat (retbuf, "well charged.");
1108     else if (op->stats.sp == op->stats.maxsp)
1109     strcat (retbuf, "fully charged.");
1110     else
1111     strcat (retbuf, "almost full.");
1112     break;
1113 root 1.2 case FOOD:
1114     case FLESH:
1115     case DRINK:
1116 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1117     {
1118     sprintf (buf, "(food+%d)", op->stats.food);
1119     strcat (retbuf, buf);
1120    
1121     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1122     {
1123     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1124     strcat (retbuf, buf);
1125 root 1.2 }
1126 root 1.4
1127     if (!QUERY_FLAG (op, FLAG_CURSED))
1128     {
1129     if (op->stats.hp)
1130     strcat (retbuf, "(heals)");
1131     if (op->stats.sp)
1132     strcat (retbuf, "(spellpoint regen)");
1133 root 1.2 }
1134 root 1.4 else
1135     {
1136     if (op->stats.hp)
1137     strcat (retbuf, "(damages)");
1138     if (op->stats.sp)
1139     strcat (retbuf, "(spellpoint depletion)");
1140 root 1.2 }
1141     }
1142 root 1.4 break;
1143 root 1.2
1144    
1145     case SKILL:
1146     case RING:
1147     case AMULET:
1148 root 1.4 if (op->item_power)
1149     {
1150     sprintf (buf, "(item_power %+d)", op->item_power);
1151     strcat (retbuf, buf);
1152 root 1.2 }
1153 root 1.4 if (op->title)
1154     strcat (retbuf, ring_desc (op));
1155     return retbuf;
1156 elmex 1.1
1157 root 1.2 default:
1158 root 1.4 return retbuf;
1159 elmex 1.1 }
1160    
1161 root 1.4 /* Down here, we more further describe equipment type items.
1162     * only describe them if they have been identified or the like.
1163     */
1164     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1165     {
1166     int attr, val;
1167    
1168     for (attr = 0; attr < NUM_STATS; attr++)
1169     {
1170     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1171     {
1172     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1173     strcat (retbuf, buf);
1174 root 1.2 }
1175     }
1176    
1177 root 1.4 if (op->stats.exp)
1178     {
1179     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1180     strcat (retbuf, buf);
1181 root 1.2 }
1182    
1183    
1184 root 1.4 switch (op->type)
1185     {
1186 root 1.2 case BOW:
1187     case ARROW:
1188     case GIRDLE:
1189     case HELMET:
1190     case SHIELD:
1191     case BOOTS:
1192     case GLOVES:
1193     case WEAPON:
1194     case SKILL:
1195     case RING:
1196     case AMULET:
1197     case ARMOUR:
1198     case BRACERS:
1199     case FORCE:
1200     case CLOAK:
1201 root 1.4 if (op->stats.wc)
1202     {
1203     sprintf (buf, "(wc%+d)", op->stats.wc);
1204     strcat (retbuf, buf);
1205 root 1.2 }
1206 root 1.4 if (op->stats.dam)
1207     {
1208     sprintf (buf, "(dam%+d)", op->stats.dam);
1209     strcat (retbuf, buf);
1210 root 1.2 }
1211 root 1.4 if (op->stats.ac)
1212     {
1213     sprintf (buf, "(ac%+d)", op->stats.ac);
1214     strcat (retbuf, buf);
1215 root 1.2 }
1216 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1217     {
1218     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1219     strcat (retbuf, buf);
1220 root 1.2 }
1221 root 1.4 break;
1222 root 1.2
1223 root 1.4 default:
1224     break;
1225 root 1.2 }
1226 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1227     strcat (retbuf, "(xray-vision)");
1228     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1229     strcat (retbuf, "(infravision)");
1230    
1231     /* levitate was what is was before, so we'll keep it */
1232     if (op->move_type & MOVE_FLY_LOW)
1233     strcat (retbuf, "(levitate)");
1234    
1235     if (op->move_type & MOVE_FLY_HIGH)
1236     strcat (retbuf, "(fly)");
1237    
1238     if (op->move_type & MOVE_SWIM)
1239     strcat (retbuf, "(swim)");
1240    
1241     /* walking is presumed as 'normal', so doesn't need mentioning */
1242    
1243     if (op->item_power)
1244     {
1245     sprintf (buf, "(item_power %+d)", op->item_power);
1246     strcat (retbuf, buf);
1247     }
1248     } /* End if identified or applied */
1249    
1250     /* This blocks only deals with fully identified object.
1251     * it is intentional that this is not an 'else' from a above -
1252     * in this way, information is added.
1253     */
1254     if (identified)
1255     {
1256     int more_info = 0;
1257    
1258     switch (op->type)
1259     {
1260     case ROD: /* These use stats.sp for spell selection and stats.food */
1261     case HORN: /* and stats.hp for spell-point regeneration... */
1262 root 1.2 case BOW:
1263     case ARROW:
1264     case WAND:
1265     case FOOD:
1266     case FLESH:
1267     case DRINK:
1268 root 1.4 more_info = 0;
1269     break;
1270 root 1.2
1271 root 1.4 /* Armor type objects */
1272 root 1.2 case ARMOUR:
1273     case HELMET:
1274     case SHIELD:
1275     case BOOTS:
1276     case GLOVES:
1277     case GIRDLE:
1278     case BRACERS:
1279     case CLOAK:
1280 root 1.4 if (ARMOUR_SPEED (op))
1281     {
1282     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1283     strcat (retbuf, buf);
1284 root 1.2 }
1285 root 1.4 if (ARMOUR_SPELLS (op))
1286     {
1287     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1288     strcat (retbuf, buf);
1289 root 1.2 }
1290 root 1.4 more_info = 1;
1291     break;
1292 root 1.2
1293     case WEAPON:
1294 root 1.4 /* Calculate it the same way fix_player does so the results
1295     * make sense.
1296     */
1297     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1298     if (i < 0)
1299     i = 0;
1300    
1301     sprintf (buf, "(weapon speed %d)", i);
1302     strcat (retbuf, buf);
1303     more_info = 1;
1304     break;
1305    
1306     }
1307     if (more_info)
1308     {
1309     if (op->stats.food)
1310     {
1311     if (op->stats.food != 0)
1312     sprintf (buf, "(sustenance%+d)", op->stats.food);
1313     strcat (retbuf, buf);
1314 root 1.2 }
1315 root 1.4 if (op->stats.grace)
1316     {
1317     sprintf (buf, "(grace%+d)", op->stats.grace);
1318     strcat (retbuf, buf);
1319 root 1.2 }
1320 root 1.4 if (op->stats.sp)
1321     {
1322     sprintf (buf, "(magic%+d)", op->stats.sp);
1323     strcat (retbuf, buf);
1324 root 1.2 }
1325 root 1.4 if (op->stats.hp)
1326     {
1327     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1328     strcat (retbuf, buf);
1329 root 1.2 }
1330     }
1331    
1332 root 1.4 if (op->stats.luck)
1333     {
1334     sprintf (buf, "(luck%+d)", op->stats.luck);
1335     strcat (retbuf, buf);
1336     }
1337     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1338     strcat (retbuf, "(lifesaving)");
1339     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1340     strcat (retbuf, "(reflect spells)");
1341     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1342     strcat (retbuf, "(reflect missiles)");
1343     if (QUERY_FLAG (op, FLAG_STEALTH))
1344     strcat (retbuf, "(stealth)");
1345     if (op->slaying != NULL && op->type != FOOD)
1346     {
1347     sprintf (buf, "(slay %s)", &op->slaying);
1348     strcat (retbuf, buf);
1349     }
1350     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1351     /* resistance on flesh is only visible for quetzals. If
1352     * non flesh, everyone can see its resistances
1353     */
1354     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1355     strcat (retbuf, describe_resistance (op, 0));
1356     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1357     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1358     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1359 elmex 1.1 }
1360    
1361 root 1.4 return retbuf;
1362 elmex 1.1 }
1363    
1364 root 1.26 std::string
1365     object::describe_item (object *who)
1366     {
1367     return std::string (::describe_item (this, who));
1368     }
1369    
1370 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1371     * increases/decreases any abilities, provides a resistance,
1372     * has a generic magical bonus, or is an artifact.
1373     * This function is used by detect_magic to determine if an item
1374     * should be marked as magical.
1375     */
1376    
1377 root 1.4 int
1378     is_magical (const object *op)
1379     {
1380     int i;
1381 elmex 1.1
1382 root 1.4 /* living creatures are considered non magical */
1383     if (QUERY_FLAG (op, FLAG_ALIVE))
1384     return 0;
1385 elmex 1.1
1386 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1387     if (op->title != NULL)
1388     return 1;
1389    
1390     /* Handle rings and amulets specially. If they change any of these
1391     * values, it means they are magical.
1392     */
1393     if ((op->type == AMULET || op->type == RING) &&
1394     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1395     return 1;
1396    
1397     /* Check for stealty, speed, flying, or just plain magic in the boots */
1398     /* Presume any boots that hvae a move_type are special. */
1399     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1400     return 1;
1401    
1402     /* Take care of amulet/shield that reflects spells/missiles */
1403     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1404     return 1;
1405    
1406     /* Take care of helmet of xrays */
1407     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1408     return 1;
1409    
1410     /* Potions & rods are always magical. Wands/staves are also magical,
1411     * assuming they still have any charges left.
1412     */
1413     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1414     return 1;
1415    
1416     /* if something gives a protection, either positive or negative, its magical */
1417     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1418     * so this always works out fine.
1419     */
1420     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1421     if (op->resist[i])
1422     return 1;
1423    
1424     /* Physical protection is expected on some item types, so they should
1425     * not be considered magical.
1426     */
1427     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1428     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1429     return 1;
1430    
1431     /* power crystal, spellbooks, and scrolls are always magical. */
1432     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1433     return 1;
1434    
1435     /* Check to see if it increases/decreases any stats */
1436     for (i = 0; i < NUM_STATS; i++)
1437     if (get_attr_value (&(op->stats), i) != 0)
1438     return 1;
1439    
1440     /* If it doesn't fall into any of the above categories, must
1441     * be non magical.
1442     */
1443     return 0;
1444 elmex 1.1 }
1445    
1446     /* need_identify returns true if the item should be identified. This
1447     * function really should not exist - by default, any item not identified
1448     * should need it.
1449     */
1450    
1451 root 1.4 int
1452     need_identify (const object *op)
1453     {
1454     switch (op->type)
1455     {
1456 root 1.2 case RING:
1457     case WAND:
1458     case ROD:
1459     case HORN:
1460     case SCROLL:
1461     case SKILL:
1462     case SKILLSCROLL:
1463     case SPELLBOOK:
1464     case FOOD:
1465     case POTION:
1466     case BOW:
1467     case ARROW:
1468     case WEAPON:
1469     case ARMOUR:
1470     case SHIELD:
1471     case HELMET:
1472     case AMULET:
1473     case BOOTS:
1474     case GLOVES:
1475     case BRACERS:
1476     case GIRDLE:
1477     case CONTAINER:
1478     case DRINK:
1479     case FLESH:
1480     case INORGANIC:
1481     case CLOSE_CON:
1482     case CLOAK:
1483     case GEM:
1484     case POWER_CRYSTAL:
1485     case POISON:
1486     case BOOK:
1487     case SKILL_TOOL:
1488 root 1.4 return 1;
1489 elmex 1.1 }
1490 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1491     * archetype file can be updated, and this function removed.
1492     */
1493 elmex 1.1 #if 0
1494 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1495 elmex 1.1 #endif
1496 root 1.4 return 0;
1497 elmex 1.1 }
1498    
1499     /*
1500     * Supposed to fix face-values as well here, but later.
1501     */
1502 root 1.4 void
1503     identify (object *op)
1504     {
1505     object *pl;
1506 elmex 1.1
1507 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1508     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1509     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1510    
1511     /*
1512     * We want autojoining of equal objects:
1513     */
1514     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1515     SET_FLAG (op, FLAG_KNOWN_CURSED);
1516    
1517     if (op->type == POTION)
1518     {
1519     if (op->inv && op->randomitems)
1520     op->title = op->inv->name;
1521     else if (op->arch)
1522     {
1523     op->name = op->arch->clone.name;
1524     op->name_pl = op->arch->clone.name_pl;
1525     }
1526 elmex 1.1 }
1527    
1528 root 1.4 /* If the object is on a map, make sure we update its face */
1529     if (op->map)
1530 root 1.24 update_object (op, UP_OBJ_CHANGE);
1531 root 1.4 else
1532     {
1533 root 1.9 pl = op->in_player ();
1534 root 1.4 if (pl)
1535     /* A lot of the values can change from an update - might as well send
1536     * it all.
1537     */
1538     esrv_send_item (pl, op);
1539 elmex 1.1 }
1540     }
1541 root 1.9