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Revision: 1.32
Committed: Fri May 11 08:08:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +5 -3 lines
Log Message:
- fix long-standong power crystal bug: the code evidently
  equated "k" with "*100" instead of "*1000".

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 1.31 {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"},
53     {"body_shield" , "You can wield it as a shield" , "It is used as a shield"},
54     {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"},
55     {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"},
56     {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"},
57     {"body_head" , "You can wear it on your head" , "It goes on a human's head"},
58     {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"},
59     {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"},
60     {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} ,
61     {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"},
62     {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"},
63     {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"},
64     {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"},
65     {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"},
66 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
67     };
68    
69     static char numbers[21][20] = {
70 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72     "eighteen", "nineteen", "twenty"
73 elmex 1.1 };
74    
75     static char numbers_10[10][20] = {
76 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77     "eighty", "ninety"
78 elmex 1.1 };
79    
80     static char levelnumbers[21][20] = {
81 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
84     "nineteen", "twentieth"
85     };
86    
87     static char levelnumbers_10[11][20] = {
88 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89     "seventieth", "eightieth", "ninetieth"
90 elmex 1.1 };
91    
92     /* The following is a large table of item types, the fields are:
93     * item number, item name, item name (plural), and two numbers that are the skills
94     * used to identify them. Anytime a new item type is added or removed, this list
95     * should be altered to reflect that. The defines for the numerical values are in
96     * define.h
97     */
98     static const typedata item_types[] = {
99 root 1.4 {PLAYER, "player", "players", 0, 0},
100     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
101     {TREASURE, "treasure", "treasure", 0, 0},
102     {POTION, "potion", "potions", SK_ALCHEMY, 0},
103     {FOOD, "food", "food", SK_WOODSMAN, 0},
104     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
105     {BOOK, "book", "books", SK_LITERACY, 0},
106     {CLOCK, "clock", "clocks", 0, 0},
107     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
108     {BOW, "bow", "bows", SK_BOWYER, 0},
109     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
110     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
111     {PEDESTAL, "pedestal", "pedestals", 0, 0},
112     {ALTAR, "altar", "altars", 0, 0},
113     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
114     {SPECIAL_KEY, "special key", "special keys", 0, 0},
115     {MAP, "map", "maps", 0, 0},
116     {DOOR, "door", "doors", 0, 0},
117     {KEY, "key", "keys", 0, 0},
118     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
119     {TRIGGER, "trigger", "triggers", 0, 0},
120     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
121     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
122     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
123     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
124     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
125     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
126     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
127     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
128     {MONEY, "money", "money", 0, 0},
129     {CLASS, "class", "classes", 0, 0},
130     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
131     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
132     {PLAYERMOVER, "player mover", "player movers", 0, 0},
133     {TELEPORTER, "teleporter", "teleporters", 0, 0},
134     {CREATOR, "creator", "creators", 0, 0},
135     {SKILL, "skill", "skills", 0, 0},
136     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
137     {GOLEM, "golem", "golems", 0, 0},
138     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
139     {BLINDNESS, "blindness", "blindness", 0, 0},
140     {GOD, "god", "gods", 0, 0},
141     {DETECTOR, "detector", "detectors", 0, 0},
142     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
143     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
144     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
145     {MARKER, "marker", "markers", 0, 0},
146     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
147     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
148     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
149     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
150     {GEM, "gem", "gems", SK_JEWELER, 0},
151     {FIREWALL, "firewall", "firewalls", 0, 0},
152     {ANVIL, "anvil", "anvils", 0, 0},
153     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
154     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
155     {EXIT, "exit", "exits", 0, 0},
156     {ENCOUNTER, "encounter", "encounters", 0, 0},
157     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159     {RING, "ring", "rings", SK_JEWELER, 0},
160     {FLOOR, "floor", "floors", 0, 0},
161     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164     {LIGHTER, "lighter", "lighters", 0, 0},
165 elmex 1.12 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
166 root 1.4 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167     {LAMP, "lamp", "lamps", 0, 0},
168     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171     {SPINNER, "spinner", "spinners", 0, 0},
172     {GATE, "gate", "gates", 0, 0},
173     {BUTTON, "button", "buttons", 0, 0},
174     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
175     {HOLE, "hole", "holes", 0, 0},
176     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177     {SIGN, "sign", "signs", 0, 0},
178     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
180     {SPELL, "spell", "spells", 0, 0},
181     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
182     {CONVERTER, "converter", "converters", 0, 0},
183     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
184     {POISONING, "poisoning", "poisonings", 0, 0},
185     {SAVEBED, "savebed", "savebeds", 0, 0},
186     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
187     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
188     {DIRECTOR, "director", "directors", 0, 0},
189     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
190     {FORCE, "force", "forces", 0, 0},
191     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
192     {CLOSE_CON, "closed container", "closed container", 0, 0},
193     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
194     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
195     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
196     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
197     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
198     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
199     {MENU, "inventory list", "inventory lists", 0, 0},
200     {RUNE, "rune", "runes", 0, 0},
201     {TRAP, "trap", "traps", 0, 0},
202     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
203     {CORPSE, "corpse", "corpses", 0, 0},
204     {DISEASE, "disease", "diseases", 0, 0},
205     {SYMPTOM, "symptom", "symptoms", 0, 0},
206     {BUILDER, "item builder", "item builders", 0, 0},
207     {MATERIAL, "building material", "building materials", 0, 0},
208     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209 elmex 1.1 };
210    
211 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
212 elmex 1.1
213     materialtype_t *materialt;
214    
215     /*
216     materialtype material[NROFMATERIALS] = {
217     * P M F E C C A D W G P S P T F C D D C C G H B I *
218     * H A I L O O C R E H O L A U E A E E H O O O L N *
219     * Y G R E L N I A A O I O R R A N P A A U D L I T *
220     * S I E C D F D I P S S W A N R C L T O N Y N R *
221     * I C T U N O T O L E E H S T P D N *
222     {"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}},
223     {"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}},
224     {"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}},
225     {"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}},
226     {"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}},
227     {"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}},
228     {"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}},
229     {"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}},
230     {"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}},
231     {"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}},
232     {"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}},
233     {"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}},
234     {"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}}
235     };
236     */
237    
238     /* This curve may be too steep. But the point is that there should
239     * be tough choices - there is no real point to this if everyone can
240     * wear whatever they want with no worries. Perhaps having the steep
241     * curve is good (maybe even steeper), but allowing players to
242     * have 2 * level instead. Ideally, top level characters should only be
243     * able to use 2-3 of the most powerful items.
244     * note that this table is only really used for program generated items -
245     * custom objects can use whatever they want.
246     */
247     static int enc_to_item_power[21] = {
248 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
249     5, 7, 9, 11, 13, /* 10 */
250     15, 18, 21, 24, 27, /* 15 */
251     30, 35, 40, 45, 50 /* 20 */
252 elmex 1.1 };
253    
254 root 1.4 int
255     get_power_from_ench (int ench)
256 elmex 1.1 {
257 root 1.27 if (ench < 0) ench = 0;
258     if (ench > 20) ench = 20;
259    
260 root 1.4 return enc_to_item_power[ench];
261 elmex 1.1 }
262    
263     /* This takes an object 'op' and figures out what its item_power
264     * rating should be. This should only really be used by the treasure
265     * generation code, and when loading legacy objects. It returns
266     * the item_power it calculates.
267     * If flag is 1, we return the number of enchantment, and not the
268     * the power. This is used in the treasure code.
269     */
270 root 1.4 int
271     calc_item_power (const object *op, int flag)
272 elmex 1.1 {
273 root 1.4 int i, tmp, enc;
274 elmex 1.1
275 root 1.4 enc = 0;
276     for (i = 0; i < NUM_STATS; i++)
277     enc += get_attr_value (&op->stats, i);
278    
279     /* This protection logic is pretty flawed. 20% fire resistance
280     * is much more valuable than 20% confusion, or 20% slow, or
281     * several others. Start at 1 - ignore physical - all that normal
282     * armour shouldn't be counted against
283     */
284     tmp = 0;
285     for (i = 1; i < NROFATTACKS; i++)
286     tmp += op->resist[i];
287    
288     /* Add/substract 10 so that the rounding works out right */
289     if (tmp > 0)
290     enc += (tmp + 10) / 20;
291     else if (tmp < 0)
292     enc += (tmp - 10) / 20;
293    
294     enc += op->magic;
295    
296     /* For each attacktype a weapon has, one more encantment. Start at 1 -
297     * physical doesn't count against total.
298     */
299     if (op->type == WEAPON)
300     {
301     for (i = 1; i < NROFATTACKS; i++)
302     if (op->attacktype & (1 << i))
303     enc++;
304     if (op->slaying)
305     enc += 2; /* What it slays is probably more relevent */
306     }
307     /* Items the player can equip */
308     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309     (op->type == SHIELD) || (op->type == RING) ||
310     (op->type == BOOTS) || (op->type == GLOVES) ||
311     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312     {
313     enc += op->stats.food; /* sustenance */
314     enc += op->stats.hp; /* hp regen */
315     enc += op->stats.sp; /* mana regen */
316     enc += op->stats.grace; /* grace regen */
317     enc += op->stats.exp; /* speed bonus */
318     }
319     enc += op->stats.luck;
320    
321     /* Do spell paths now */
322     for (i = 1; i < NRSPELLPATHS; i++)
323     {
324     if (op->path_attuned & (1 << i))
325     enc++;
326     else if (op->path_denied & (1 << i))
327     enc -= 2;
328     else if (op->path_repelled & (1 << i))
329     enc--;
330     }
331    
332     if (QUERY_FLAG (op, FLAG_LIFESAVE))
333     enc += 5;
334     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
335     enc += 3;
336     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
337     enc += 2;
338     if (QUERY_FLAG (op, FLAG_STEALTH))
339     enc += 1;
340     if (QUERY_FLAG (op, FLAG_XRAYS))
341     enc += 2;
342     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343     enc += 1;
344     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345     enc += 1;
346 elmex 1.1
347 root 1.4 return get_power_from_ench (enc);
348 elmex 1.1 }
349    
350     /* returns the typedata that has a number equal to itemtype, if there
351     * isn't one, returns NULL */
352 root 1.4 const typedata *
353     get_typedata (int itemtype)
354     {
355     int i;
356    
357     for (i = 0; i < item_types_size; i++)
358     if (item_types[i].number == itemtype)
359     return &item_types[i];
360     return NULL;
361 elmex 1.1 }
362    
363     /* returns the typedata that has a name equal to itemtype, if there
364     * isn't one, return the plural name that matches, if there still isn't
365     * one return NULL */
366 root 1.4 const typedata *
367     get_typedata_by_name (const char *name)
368     {
369     int i;
370    
371     for (i = 0; i < item_types_size; i++)
372     if (!strcmp (item_types[i].name, name))
373     return &item_types[i];
374     for (i = 0; i < item_types_size; i++)
375     if (!strcmp (item_types[i].name_pl, name))
376     {
377     LOG (llevInfo,
378     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
379     return &item_types[i];
380     }
381     return NULL;
382 elmex 1.1 }
383 root 1.4
384 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
385     * returns a static array of the description. This can return
386     * a big buffer.
387     * if newline is true, we don't put parens around the description
388     * but do put a newline at the end. Useful when dumping to files
389     */
390 root 1.25 const char *
391 root 1.4 describe_resistance (const object *op, int newline)
392 elmex 1.1 {
393 root 1.4 static char buf[VERY_BIG_BUF];
394     char buf1[VERY_BIG_BUF];
395     int tmpvar;
396    
397     buf[0] = 0;
398     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
399     {
400     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
401     {
402     if (!newline)
403     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
404     else
405     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406 elmex 1.1
407 root 1.4 strcat (buf, buf1);
408     }
409 elmex 1.1 }
410 root 1.4 return buf;
411 elmex 1.1 }
412    
413    
414     /*
415     * query_weight(object) returns a character pointer to a static buffer
416     * containing the text-representation of the weight of the given object.
417     * The buffer will be overwritten by the next call to query_weight().
418     */
419 root 1.25 const char *
420 root 1.4 query_weight (const object *op)
421     {
422 elmex 1.1 static char buf[10];
423 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
424 elmex 1.1
425 root 1.4 if (op->weight < 0)
426 elmex 1.1 return " ";
427 root 1.25
428 root 1.4 if (i % 1000)
429     sprintf (buf, "%6.1f", i / 1000.0);
430 elmex 1.1 else
431 root 1.4 sprintf (buf, "%4d ", i / 1000);
432 root 1.25
433 elmex 1.1 return buf;
434     }
435    
436     /*
437     * Returns the pointer to a static buffer containing
438     * the number requested (of the form first, second, third...)
439     */
440 root 1.25 const char *
441 root 1.4 get_levelnumber (int i)
442     {
443 elmex 1.1 static char buf[MAX_BUF];
444 root 1.4
445     if (i > 99)
446     {
447     sprintf (buf, "%d.", i);
448     return buf;
449     }
450 root 1.25
451 root 1.4 if (i < 21)
452 elmex 1.1 return levelnumbers[i];
453 root 1.4 if (!(i % 10))
454     return levelnumbers_10[i / 10];
455 root 1.25
456 root 1.4 strcpy (buf, numbers_10[i / 10]);
457     strcat (buf, levelnumbers[i % 10]);
458 elmex 1.1 return buf;
459     }
460    
461     /*
462     * get_number(integer) returns the text-representation of the given number
463     * in a static buffer. The buffer might be overwritten at the next
464     * call to get_number().
465     * It is currently only used by the query_name() function.
466     */
467 root 1.25 const char *
468 root 1.4 get_number (int i)
469     {
470     if (i <= 20)
471 elmex 1.1 return numbers[i];
472 root 1.4 else
473     {
474     static char buf[MAX_BUF];
475    
476     sprintf (buf, "%d", i);
477     return buf;
478     }
479 elmex 1.1 }
480    
481     /*
482     * Returns pointer to static buffer containing ring's or amulet's
483     * abilities
484     * These are taken from old query_name(), but it would work better
485     * if describle_item() would be called to get this information and
486     * caller would handle FULL_RING_DESCRIPTION definition.
487     * Or make FULL_RING_DESCRIPTION standard part of a game and let
488     * client handle names.
489     */
490 root 1.4
491 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
492     * from stats.sp - b.t.
493     */
494 root 1.25 const char *
495 root 1.4 ring_desc (const object *op)
496 elmex 1.1 {
497 root 1.4 static char buf[VERY_BIG_BUF];
498     int attr, val, len;
499 elmex 1.1
500 root 1.4 buf[0] = 0;
501 elmex 1.1
502 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
503 elmex 1.1 return buf;
504 root 1.4
505     for (attr = 0; attr < NUM_STATS; attr++)
506     {
507     if ((val = get_attr_value (&(op->stats), attr)) != 0)
508     {
509     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
510     }
511     }
512 root 1.27
513 root 1.4 if (op->stats.exp)
514     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515     if (op->stats.wc)
516     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517     if (op->stats.dam)
518     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519     if (op->stats.ac)
520     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521    
522     strcat (buf, describe_resistance (op, 0));
523    
524     if (op->stats.food != 0)
525     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
526     /* else if (op->stats.food < 0)
527     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
528     if (op->stats.grace)
529     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530     if (op->stats.sp && op->type != SKILL)
531     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532     if (op->stats.hp)
533     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534     if (op->stats.luck)
535     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536     if (QUERY_FLAG (op, FLAG_LIFESAVE))
537     strcat (buf, "(lifesaving)");
538     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539     strcat (buf, "(reflect spells)");
540     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541     strcat (buf, "(reflect missiles)");
542     if (QUERY_FLAG (op, FLAG_STEALTH))
543     strcat (buf, "(stealth)");
544 root 1.27
545 root 1.4 /* 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 root 1.28 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
720 root 1.23 break;
721     case WEAPON:
722 root 1.28 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
723 root 1.23 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 root 1.29
848 root 1.20 default:
849     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
850 root 1.29 sprintf (buf + strlen (buf), " %+d", op->magic);
851 elmex 1.1 }
852 root 1.20
853 root 1.4 return buf;
854 elmex 1.1 }
855    
856     /* Break this off from describe_item - that function was way
857     * too long, making it difficult to read. This function deals
858     * with describing the monsters & players abilities. It should only
859     * be called with monster & player objects. Returns a description
860     * in a static buffer.
861     */
862 root 1.4 static char *
863     describe_monster (const object *op)
864     {
865     char buf[MAX_BUF];
866     static char retbuf[VERY_BIG_BUF];
867     int i;
868    
869     retbuf[0] = '\0';
870    
871     /* Note that the resolution this provides for players really isn't
872     * very good. Any player with a speed greater than .67 will
873     * fall into the 'lightning fast movement' category.
874     */
875 elmex 1.16 if (op->has_active_speed ())
876 root 1.4 {
877     switch ((int) ((FABS (op->speed)) * 15))
878     {
879 root 1.2 case 0:
880 root 1.4 strcat (retbuf, "(very slow movement)");
881     break;
882 root 1.2 case 1:
883 root 1.4 strcat (retbuf, "(slow movement)");
884     break;
885 root 1.2 case 2:
886 root 1.4 strcat (retbuf, "(normal movement)");
887     break;
888 root 1.2 case 3:
889     case 4:
890 root 1.4 strcat (retbuf, "(fast movement)");
891     break;
892 root 1.2 case 5:
893     case 6:
894 root 1.4 strcat (retbuf, "(very fast movement)");
895     break;
896 root 1.2 case 7:
897     case 8:
898     case 9:
899     case 10:
900 root 1.4 strcat (retbuf, "(extremely fast movement)");
901     break;
902 root 1.2 default:
903 root 1.4 strcat (retbuf, "(lightning fast movement)");
904     break;
905 root 1.2 }
906 elmex 1.1 }
907 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
908     strcat (retbuf, "(undead)");
909     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
910     strcat (retbuf, "(see invisible)");
911     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
912     strcat (retbuf, "(wield weapon)");
913     if (QUERY_FLAG (op, FLAG_USE_BOW))
914     strcat (retbuf, "(archer)");
915     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
916     strcat (retbuf, "(wear armour)");
917     if (QUERY_FLAG (op, FLAG_USE_RING))
918     strcat (retbuf, "(wear ring)");
919     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
920     strcat (retbuf, "(read scroll)");
921     if (QUERY_FLAG (op, FLAG_USE_RANGE))
922     strcat (retbuf, "(fires wand/rod/horn)");
923     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
924     strcat (retbuf, "(skill user)");
925     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
926     strcat (retbuf, "(spellcaster)");
927     if (QUERY_FLAG (op, FLAG_FRIENDLY))
928     strcat (retbuf, "(friendly)");
929     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
930     strcat (retbuf, "(unaggressive)");
931     if (QUERY_FLAG (op, FLAG_HITBACK))
932     strcat (retbuf, "(hitback)");
933     if (QUERY_FLAG (op, FLAG_STEALTH))
934     strcat (retbuf, "(stealthy)");
935     if (op->randomitems != NULL)
936     {
937     treasure *t;
938     int first = 1;
939    
940     for (t = op->randomitems->items; t != NULL; t = t->next)
941 elmex 1.17 if (t->item && t->item->clone.type == SPELL)
942 root 1.4 {
943     if (first)
944     {
945     first = 0;
946     strcat (retbuf, "(Spell abilities:)");
947     }
948     strcat (retbuf, "(");
949     strcat (retbuf, t->item->clone.name);
950     strcat (retbuf, ")");
951     }
952     }
953     if (op->type == PLAYER)
954     {
955     if (op->contr->digestion)
956     {
957     if (op->contr->digestion != 0)
958     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
959     strcat (retbuf, buf);
960     }
961     if (op->contr->gen_grace)
962     {
963     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
964     strcat (retbuf, buf);
965     }
966     if (op->contr->gen_sp)
967     {
968     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
969     strcat (retbuf, buf);
970     }
971     if (op->contr->gen_hp)
972     {
973     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
974     strcat (retbuf, buf);
975     }
976     if (op->stats.luck)
977     {
978     sprintf (buf, "(luck%+d)", op->stats.luck);
979     strcat (retbuf, buf);
980     }
981 elmex 1.1 }
982 root 1.4
983     /* describe attacktypes */
984     if (is_dragon_pl (op))
985     {
986     /* for dragon players display the attacktypes from clawing skill
987     * Break apart the for loop - move the comparison checking down -
988     * this makes it more readable.
989     */
990     object *tmp;
991    
992     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
993     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
994     break;
995    
996     if (tmp && tmp->attacktype != 0)
997 root 1.22 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
998 root 1.4 else
999 root 1.22 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1000 elmex 1.1 }
1001 root 1.4 else
1002 root 1.22 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1003 root 1.21
1004 root 1.4 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1005     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1006     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1007 root 1.22
1008 root 1.4 for (i = 0; i < NROFATTACKS; i++)
1009 root 1.22 if (op->resist[i])
1010     {
1011     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1012     strcat (retbuf, buf);
1013     }
1014    
1015 root 1.4 return retbuf;
1016 elmex 1.1 }
1017    
1018    
1019     /*
1020     * Returns a pointer to a static buffer which contains a
1021     * description of the given object.
1022     * If it is a monster, lots of information about its abilities
1023     * will be returned.
1024     * If it is an item, lots of information about which abilities
1025     * will be gained about its user will be returned.
1026     * If it is a player, it writes out the current abilities
1027     * of the player, which is usually gained by the items applied.
1028     * It would be really handy to actually pass another object
1029     * pointer on who is examining this object. Then, you could reveal
1030     * certain information depending on what the examiner knows, eg,
1031     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1032     * a dragon player examining food. Could have things like
1033     * a dwarven axe, in which the full abilities are only known to
1034     * dwarves, etc.
1035     *
1036     * This function is really much more complicated than it should
1037     * be, because different objects have different meanings
1038     * for the same field (eg, wands use 'food' for charges). This
1039     * means these special cases need to be worked out.
1040     *
1041     * Add 'owner' who is the person examining this object.
1042     * owner can be null if no one is being associated with this
1043     * item (eg, debug dump or the like)
1044     */
1045 root 1.25 const char *
1046 root 1.4 describe_item (const object *op, object *owner)
1047     {
1048     char buf[MAX_BUF];
1049     static char retbuf[VERY_BIG_BUF];
1050     int identified, i;
1051    
1052     retbuf[0] = '\0';
1053     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054     {
1055     return describe_monster (op);
1056     }
1057     /* figure this out once, instead of making multiple calls to need_identify.
1058     * also makes the code easier to read.
1059     */
1060     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1061     identified = 1;
1062     else
1063     {
1064     strcpy (retbuf, "(unidentified)");
1065     identified = 0;
1066 elmex 1.1 }
1067 root 1.4 switch (op->type)
1068     {
1069 root 1.2 case BOW:
1070     case ARROW:
1071     case WAND:
1072     case ROD:
1073     case HORN:
1074     case WEAPON:
1075     case ARMOUR:
1076     case HELMET:
1077     case SHIELD:
1078     case BOOTS:
1079     case GLOVES:
1080     case GIRDLE:
1081     case BRACERS:
1082     case CLOAK:
1083     case SKILL_TOOL:
1084 root 1.4 break; /* We have more information to do below this switch */
1085 root 1.2
1086     case POWER_CRYSTAL:
1087 root 1.4 if (op->stats.maxsp > 1000)
1088     { /*higher capacity crystals */
1089 root 1.32 i = (op->stats.maxsp % 1000) / 100;
1090    
1091 root 1.4 if (i)
1092 root 1.32 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1093 root 1.4 else
1094 root 1.32 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1095 root 1.4 }
1096     else
1097     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1098 root 1.32
1099 root 1.4 strcat (retbuf, buf);
1100     i = (op->stats.sp * 10) / op->stats.maxsp;
1101     if (op->stats.sp == 0)
1102     strcat (retbuf, "empty.");
1103     else if (i == 0)
1104     strcat (retbuf, "almost empty.");
1105     else if (i < 3)
1106     strcat (retbuf, "partially filled.");
1107     else if (i < 6)
1108     strcat (retbuf, "half full.");
1109     else if (i < 9)
1110     strcat (retbuf, "well charged.");
1111     else if (op->stats.sp == op->stats.maxsp)
1112     strcat (retbuf, "fully charged.");
1113     else
1114     strcat (retbuf, "almost full.");
1115     break;
1116 root 1.2 case FOOD:
1117     case FLESH:
1118     case DRINK:
1119 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1120     {
1121     sprintf (buf, "(food+%d)", op->stats.food);
1122     strcat (retbuf, buf);
1123    
1124     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1125     {
1126     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1127     strcat (retbuf, buf);
1128 root 1.2 }
1129 root 1.4
1130     if (!QUERY_FLAG (op, FLAG_CURSED))
1131     {
1132     if (op->stats.hp)
1133     strcat (retbuf, "(heals)");
1134     if (op->stats.sp)
1135     strcat (retbuf, "(spellpoint regen)");
1136 root 1.2 }
1137 root 1.4 else
1138     {
1139     if (op->stats.hp)
1140     strcat (retbuf, "(damages)");
1141     if (op->stats.sp)
1142     strcat (retbuf, "(spellpoint depletion)");
1143 root 1.2 }
1144     }
1145 root 1.4 break;
1146 root 1.2
1147    
1148     case SKILL:
1149     case RING:
1150     case AMULET:
1151 root 1.4 if (op->item_power)
1152     {
1153     sprintf (buf, "(item_power %+d)", op->item_power);
1154     strcat (retbuf, buf);
1155 root 1.2 }
1156 root 1.4 if (op->title)
1157     strcat (retbuf, ring_desc (op));
1158     return retbuf;
1159 elmex 1.1
1160 root 1.2 default:
1161 root 1.4 return retbuf;
1162 elmex 1.1 }
1163    
1164 root 1.4 /* Down here, we more further describe equipment type items.
1165     * only describe them if they have been identified or the like.
1166     */
1167     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1168     {
1169     int attr, val;
1170    
1171     for (attr = 0; attr < NUM_STATS; attr++)
1172     {
1173     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1174     {
1175     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1176     strcat (retbuf, buf);
1177 root 1.2 }
1178     }
1179    
1180 root 1.4 if (op->stats.exp)
1181     {
1182     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1183     strcat (retbuf, buf);
1184 root 1.2 }
1185    
1186    
1187 root 1.4 switch (op->type)
1188     {
1189 root 1.2 case BOW:
1190     case ARROW:
1191     case GIRDLE:
1192     case HELMET:
1193     case SHIELD:
1194     case BOOTS:
1195     case GLOVES:
1196     case WEAPON:
1197     case SKILL:
1198     case RING:
1199     case AMULET:
1200     case ARMOUR:
1201     case BRACERS:
1202     case FORCE:
1203     case CLOAK:
1204 root 1.4 if (op->stats.wc)
1205     {
1206     sprintf (buf, "(wc%+d)", op->stats.wc);
1207     strcat (retbuf, buf);
1208 root 1.2 }
1209 root 1.4 if (op->stats.dam)
1210     {
1211     sprintf (buf, "(dam%+d)", op->stats.dam);
1212     strcat (retbuf, buf);
1213 root 1.2 }
1214 root 1.4 if (op->stats.ac)
1215     {
1216     sprintf (buf, "(ac%+d)", op->stats.ac);
1217     strcat (retbuf, buf);
1218 root 1.2 }
1219 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1220     {
1221     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1222     strcat (retbuf, buf);
1223 root 1.2 }
1224 root 1.4 break;
1225 root 1.2
1226 root 1.4 default:
1227     break;
1228 root 1.2 }
1229 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1230     strcat (retbuf, "(xray-vision)");
1231     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1232     strcat (retbuf, "(infravision)");
1233    
1234     /* levitate was what is was before, so we'll keep it */
1235     if (op->move_type & MOVE_FLY_LOW)
1236     strcat (retbuf, "(levitate)");
1237    
1238     if (op->move_type & MOVE_FLY_HIGH)
1239     strcat (retbuf, "(fly)");
1240    
1241     if (op->move_type & MOVE_SWIM)
1242     strcat (retbuf, "(swim)");
1243    
1244     /* walking is presumed as 'normal', so doesn't need mentioning */
1245    
1246     if (op->item_power)
1247     {
1248     sprintf (buf, "(item_power %+d)", op->item_power);
1249     strcat (retbuf, buf);
1250     }
1251     } /* End if identified or applied */
1252    
1253     /* This blocks only deals with fully identified object.
1254     * it is intentional that this is not an 'else' from a above -
1255     * in this way, information is added.
1256     */
1257     if (identified)
1258     {
1259     int more_info = 0;
1260    
1261     switch (op->type)
1262     {
1263     case ROD: /* These use stats.sp for spell selection and stats.food */
1264     case HORN: /* and stats.hp for spell-point regeneration... */
1265 root 1.2 case BOW:
1266     case ARROW:
1267     case WAND:
1268     case FOOD:
1269     case FLESH:
1270     case DRINK:
1271 root 1.4 more_info = 0;
1272     break;
1273 root 1.2
1274 root 1.4 /* Armor type objects */
1275 root 1.2 case ARMOUR:
1276     case HELMET:
1277     case SHIELD:
1278     case BOOTS:
1279     case GLOVES:
1280     case GIRDLE:
1281     case BRACERS:
1282     case CLOAK:
1283 root 1.4 if (ARMOUR_SPEED (op))
1284     {
1285     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1286     strcat (retbuf, buf);
1287 root 1.2 }
1288 root 1.4 if (ARMOUR_SPELLS (op))
1289     {
1290     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1291     strcat (retbuf, buf);
1292 root 1.2 }
1293 root 1.4 more_info = 1;
1294     break;
1295 root 1.2
1296     case WEAPON:
1297 root 1.4 /* Calculate it the same way fix_player does so the results
1298     * make sense.
1299     */
1300     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1301     if (i < 0)
1302     i = 0;
1303    
1304     sprintf (buf, "(weapon speed %d)", i);
1305     strcat (retbuf, buf);
1306     more_info = 1;
1307     break;
1308    
1309     }
1310     if (more_info)
1311     {
1312     if (op->stats.food)
1313     {
1314     if (op->stats.food != 0)
1315     sprintf (buf, "(sustenance%+d)", op->stats.food);
1316     strcat (retbuf, buf);
1317 root 1.2 }
1318 root 1.4 if (op->stats.grace)
1319     {
1320     sprintf (buf, "(grace%+d)", op->stats.grace);
1321     strcat (retbuf, buf);
1322 root 1.2 }
1323 root 1.4 if (op->stats.sp)
1324     {
1325     sprintf (buf, "(magic%+d)", op->stats.sp);
1326     strcat (retbuf, buf);
1327 root 1.2 }
1328 root 1.4 if (op->stats.hp)
1329     {
1330     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1331     strcat (retbuf, buf);
1332 root 1.2 }
1333     }
1334    
1335 root 1.4 if (op->stats.luck)
1336     {
1337     sprintf (buf, "(luck%+d)", op->stats.luck);
1338     strcat (retbuf, buf);
1339     }
1340     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1341     strcat (retbuf, "(lifesaving)");
1342     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1343     strcat (retbuf, "(reflect spells)");
1344     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1345     strcat (retbuf, "(reflect missiles)");
1346     if (QUERY_FLAG (op, FLAG_STEALTH))
1347     strcat (retbuf, "(stealth)");
1348     if (op->slaying != NULL && op->type != FOOD)
1349     {
1350     sprintf (buf, "(slay %s)", &op->slaying);
1351     strcat (retbuf, buf);
1352     }
1353     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1354     /* resistance on flesh is only visible for quetzals. If
1355     * non flesh, everyone can see its resistances
1356     */
1357     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1358     strcat (retbuf, describe_resistance (op, 0));
1359     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1360     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1361     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1362 elmex 1.1 }
1363    
1364 root 1.4 return retbuf;
1365 elmex 1.1 }
1366    
1367 root 1.26 std::string
1368     object::describe_item (object *who)
1369     {
1370     return std::string (::describe_item (this, who));
1371     }
1372    
1373 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1374     * increases/decreases any abilities, provides a resistance,
1375     * has a generic magical bonus, or is an artifact.
1376     * This function is used by detect_magic to determine if an item
1377     * should be marked as magical.
1378     */
1379    
1380 root 1.4 int
1381     is_magical (const object *op)
1382     {
1383     int i;
1384 elmex 1.1
1385 root 1.4 /* living creatures are considered non magical */
1386     if (QUERY_FLAG (op, FLAG_ALIVE))
1387     return 0;
1388 elmex 1.1
1389 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1390     if (op->title != NULL)
1391     return 1;
1392    
1393     /* Handle rings and amulets specially. If they change any of these
1394     * values, it means they are magical.
1395     */
1396     if ((op->type == AMULET || op->type == RING) &&
1397     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1398     return 1;
1399    
1400     /* Check for stealty, speed, flying, or just plain magic in the boots */
1401     /* Presume any boots that hvae a move_type are special. */
1402     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1403     return 1;
1404    
1405     /* Take care of amulet/shield that reflects spells/missiles */
1406     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1407     return 1;
1408    
1409     /* Take care of helmet of xrays */
1410     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1411     return 1;
1412    
1413     /* Potions & rods are always magical. Wands/staves are also magical,
1414     * assuming they still have any charges left.
1415     */
1416     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1417     return 1;
1418    
1419     /* if something gives a protection, either positive or negative, its magical */
1420     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1421     * so this always works out fine.
1422     */
1423     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1424     if (op->resist[i])
1425     return 1;
1426    
1427     /* Physical protection is expected on some item types, so they should
1428     * not be considered magical.
1429     */
1430     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1431     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1432     return 1;
1433    
1434     /* power crystal, spellbooks, and scrolls are always magical. */
1435     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1436     return 1;
1437    
1438     /* Check to see if it increases/decreases any stats */
1439     for (i = 0; i < NUM_STATS; i++)
1440     if (get_attr_value (&(op->stats), i) != 0)
1441     return 1;
1442    
1443     /* If it doesn't fall into any of the above categories, must
1444     * be non magical.
1445     */
1446     return 0;
1447 elmex 1.1 }
1448    
1449     /* need_identify returns true if the item should be identified. This
1450     * function really should not exist - by default, any item not identified
1451     * should need it.
1452     */
1453    
1454 root 1.4 int
1455     need_identify (const object *op)
1456     {
1457     switch (op->type)
1458     {
1459 root 1.2 case RING:
1460     case WAND:
1461     case ROD:
1462     case HORN:
1463     case SCROLL:
1464     case SKILL:
1465     case SKILLSCROLL:
1466     case SPELLBOOK:
1467     case FOOD:
1468     case POTION:
1469     case BOW:
1470     case ARROW:
1471     case WEAPON:
1472     case ARMOUR:
1473     case SHIELD:
1474     case HELMET:
1475     case AMULET:
1476     case BOOTS:
1477     case GLOVES:
1478     case BRACERS:
1479     case GIRDLE:
1480     case CONTAINER:
1481     case DRINK:
1482     case FLESH:
1483     case INORGANIC:
1484     case CLOSE_CON:
1485     case CLOAK:
1486     case GEM:
1487     case POWER_CRYSTAL:
1488     case POISON:
1489     case BOOK:
1490     case SKILL_TOOL:
1491 root 1.4 return 1;
1492 elmex 1.1 }
1493 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1494     * archetype file can be updated, and this function removed.
1495     */
1496 elmex 1.1 #if 0
1497 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1498 elmex 1.1 #endif
1499 root 1.4 return 0;
1500 elmex 1.1 }
1501    
1502     /*
1503     * Supposed to fix face-values as well here, but later.
1504     */
1505 root 1.4 void
1506     identify (object *op)
1507     {
1508     object *pl;
1509 elmex 1.1
1510 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1511     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1512     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1513    
1514     /*
1515     * We want autojoining of equal objects:
1516     */
1517     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1518     SET_FLAG (op, FLAG_KNOWN_CURSED);
1519    
1520     if (op->type == POTION)
1521     {
1522     if (op->inv && op->randomitems)
1523     op->title = op->inv->name;
1524     else if (op->arch)
1525     {
1526     op->name = op->arch->clone.name;
1527     op->name_pl = op->arch->clone.name_pl;
1528     }
1529 elmex 1.1 }
1530    
1531 root 1.4 /* If the object is on a map, make sure we update its face */
1532     if (op->map)
1533 root 1.24 update_object (op, UP_OBJ_CHANGE);
1534 root 1.4 else
1535     {
1536 root 1.9 pl = op->in_player ();
1537 root 1.4 if (pl)
1538     /* A lot of the values can change from an update - might as well send
1539     * it all.
1540     */
1541     esrv_send_item (pl, op);
1542 elmex 1.1 }
1543     }
1544 root 1.9