ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.33
Committed: Sat May 12 18:14:47 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +39 -40 lines
Log Message:
- unrelated change, replace get_attr_value/set_attr_value by a nicer to use
  stat member function. should really replace the struct values by an array.

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 root 1.33 enc += op->stats.stat (i);
278 root 1.4
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 root 1.33 if ((val = op->stats.stat (attr)))
508     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
509 root 1.4 }
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 root 1.29
846 root 1.20 default:
847     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
848 root 1.29 sprintf (buf + strlen (buf), " %+d", op->magic);
849 elmex 1.1 }
850 root 1.20
851 root 1.4 return buf;
852 elmex 1.1 }
853    
854     /* Break this off from describe_item - that function was way
855     * too long, making it difficult to read. This function deals
856     * with describing the monsters & players abilities. It should only
857     * be called with monster & player objects. Returns a description
858     * in a static buffer.
859     */
860 root 1.4 static char *
861     describe_monster (const object *op)
862     {
863     char buf[MAX_BUF];
864     static char retbuf[VERY_BIG_BUF];
865     int i;
866    
867     retbuf[0] = '\0';
868    
869     /* Note that the resolution this provides for players really isn't
870     * very good. Any player with a speed greater than .67 will
871     * fall into the 'lightning fast movement' category.
872     */
873 elmex 1.16 if (op->has_active_speed ())
874 root 1.4 {
875     switch ((int) ((FABS (op->speed)) * 15))
876     {
877 root 1.2 case 0:
878 root 1.4 strcat (retbuf, "(very slow movement)");
879     break;
880 root 1.2 case 1:
881 root 1.4 strcat (retbuf, "(slow movement)");
882     break;
883 root 1.2 case 2:
884 root 1.4 strcat (retbuf, "(normal movement)");
885     break;
886 root 1.2 case 3:
887     case 4:
888 root 1.4 strcat (retbuf, "(fast movement)");
889     break;
890 root 1.2 case 5:
891     case 6:
892 root 1.4 strcat (retbuf, "(very fast movement)");
893     break;
894 root 1.2 case 7:
895     case 8:
896     case 9:
897     case 10:
898 root 1.4 strcat (retbuf, "(extremely fast movement)");
899     break;
900 root 1.2 default:
901 root 1.4 strcat (retbuf, "(lightning fast movement)");
902     break;
903 root 1.2 }
904 elmex 1.1 }
905 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
906     strcat (retbuf, "(undead)");
907     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
908     strcat (retbuf, "(see invisible)");
909     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
910     strcat (retbuf, "(wield weapon)");
911     if (QUERY_FLAG (op, FLAG_USE_BOW))
912     strcat (retbuf, "(archer)");
913     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
914     strcat (retbuf, "(wear armour)");
915     if (QUERY_FLAG (op, FLAG_USE_RING))
916     strcat (retbuf, "(wear ring)");
917     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
918     strcat (retbuf, "(read scroll)");
919     if (QUERY_FLAG (op, FLAG_USE_RANGE))
920     strcat (retbuf, "(fires wand/rod/horn)");
921     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
922     strcat (retbuf, "(skill user)");
923     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
924     strcat (retbuf, "(spellcaster)");
925     if (QUERY_FLAG (op, FLAG_FRIENDLY))
926     strcat (retbuf, "(friendly)");
927     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
928     strcat (retbuf, "(unaggressive)");
929     if (QUERY_FLAG (op, FLAG_HITBACK))
930     strcat (retbuf, "(hitback)");
931     if (QUERY_FLAG (op, FLAG_STEALTH))
932     strcat (retbuf, "(stealthy)");
933     if (op->randomitems != NULL)
934     {
935     treasure *t;
936     int first = 1;
937    
938     for (t = op->randomitems->items; t != NULL; t = t->next)
939 elmex 1.17 if (t->item && t->item->clone.type == SPELL)
940 root 1.4 {
941     if (first)
942     {
943     first = 0;
944     strcat (retbuf, "(Spell abilities:)");
945     }
946     strcat (retbuf, "(");
947     strcat (retbuf, t->item->clone.name);
948     strcat (retbuf, ")");
949     }
950     }
951     if (op->type == PLAYER)
952     {
953     if (op->contr->digestion)
954     {
955     if (op->contr->digestion != 0)
956     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
957     strcat (retbuf, buf);
958     }
959     if (op->contr->gen_grace)
960     {
961     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
962     strcat (retbuf, buf);
963     }
964     if (op->contr->gen_sp)
965     {
966     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
967     strcat (retbuf, buf);
968     }
969     if (op->contr->gen_hp)
970     {
971     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
972     strcat (retbuf, buf);
973     }
974     if (op->stats.luck)
975     {
976     sprintf (buf, "(luck%+d)", op->stats.luck);
977     strcat (retbuf, buf);
978     }
979 elmex 1.1 }
980 root 1.4
981     /* describe attacktypes */
982     if (is_dragon_pl (op))
983     {
984     /* for dragon players display the attacktypes from clawing skill
985     * Break apart the for loop - move the comparison checking down -
986     * this makes it more readable.
987     */
988     object *tmp;
989    
990     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
991     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
992     break;
993    
994     if (tmp && tmp->attacktype != 0)
995 root 1.22 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
996 root 1.4 else
997 root 1.22 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
998 elmex 1.1 }
999 root 1.4 else
1000 root 1.22 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1001 root 1.21
1002 root 1.4 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1003     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1004     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1005 root 1.22
1006 root 1.4 for (i = 0; i < NROFATTACKS; i++)
1007 root 1.22 if (op->resist[i])
1008     {
1009     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1010     strcat (retbuf, buf);
1011     }
1012    
1013 root 1.4 return retbuf;
1014 elmex 1.1 }
1015    
1016    
1017     /*
1018     * Returns a pointer to a static buffer which contains a
1019     * description of the given object.
1020     * If it is a monster, lots of information about its abilities
1021     * will be returned.
1022     * If it is an item, lots of information about which abilities
1023     * will be gained about its user will be returned.
1024     * If it is a player, it writes out the current abilities
1025     * of the player, which is usually gained by the items applied.
1026     * It would be really handy to actually pass another object
1027     * pointer on who is examining this object. Then, you could reveal
1028     * certain information depending on what the examiner knows, eg,
1029     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1030     * a dragon player examining food. Could have things like
1031     * a dwarven axe, in which the full abilities are only known to
1032     * dwarves, etc.
1033     *
1034     * This function is really much more complicated than it should
1035     * be, because different objects have different meanings
1036     * for the same field (eg, wands use 'food' for charges). This
1037     * means these special cases need to be worked out.
1038     *
1039     * Add 'owner' who is the person examining this object.
1040     * owner can be null if no one is being associated with this
1041     * item (eg, debug dump or the like)
1042     */
1043 root 1.25 const char *
1044 root 1.4 describe_item (const object *op, object *owner)
1045     {
1046     char buf[MAX_BUF];
1047     static char retbuf[VERY_BIG_BUF];
1048     int identified, i;
1049    
1050     retbuf[0] = '\0';
1051     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1052     {
1053     return describe_monster (op);
1054     }
1055     /* figure this out once, instead of making multiple calls to need_identify.
1056     * also makes the code easier to read.
1057     */
1058     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1059     identified = 1;
1060     else
1061     {
1062     strcpy (retbuf, "(unidentified)");
1063     identified = 0;
1064 elmex 1.1 }
1065 root 1.4 switch (op->type)
1066     {
1067 root 1.2 case BOW:
1068     case ARROW:
1069     case WAND:
1070     case ROD:
1071     case HORN:
1072     case WEAPON:
1073     case ARMOUR:
1074     case HELMET:
1075     case SHIELD:
1076     case BOOTS:
1077     case GLOVES:
1078     case GIRDLE:
1079     case BRACERS:
1080     case CLOAK:
1081     case SKILL_TOOL:
1082 root 1.4 break; /* We have more information to do below this switch */
1083 root 1.2
1084     case POWER_CRYSTAL:
1085 root 1.4 if (op->stats.maxsp > 1000)
1086     { /*higher capacity crystals */
1087 root 1.32 i = (op->stats.maxsp % 1000) / 100;
1088    
1089 root 1.4 if (i)
1090 root 1.32 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1091 root 1.4 else
1092 root 1.32 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1093 root 1.4 }
1094     else
1095     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1096 root 1.32
1097 root 1.4 strcat (retbuf, buf);
1098     i = (op->stats.sp * 10) / op->stats.maxsp;
1099     if (op->stats.sp == 0)
1100     strcat (retbuf, "empty.");
1101     else if (i == 0)
1102     strcat (retbuf, "almost empty.");
1103     else if (i < 3)
1104     strcat (retbuf, "partially filled.");
1105     else if (i < 6)
1106     strcat (retbuf, "half full.");
1107     else if (i < 9)
1108     strcat (retbuf, "well charged.");
1109     else if (op->stats.sp == op->stats.maxsp)
1110     strcat (retbuf, "fully charged.");
1111     else
1112     strcat (retbuf, "almost full.");
1113     break;
1114 root 1.2 case FOOD:
1115     case FLESH:
1116     case DRINK:
1117 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1118     {
1119     sprintf (buf, "(food+%d)", op->stats.food);
1120     strcat (retbuf, buf);
1121    
1122     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1123     {
1124     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1125     strcat (retbuf, buf);
1126 root 1.2 }
1127 root 1.4
1128     if (!QUERY_FLAG (op, FLAG_CURSED))
1129     {
1130     if (op->stats.hp)
1131     strcat (retbuf, "(heals)");
1132     if (op->stats.sp)
1133     strcat (retbuf, "(spellpoint regen)");
1134 root 1.2 }
1135 root 1.4 else
1136     {
1137     if (op->stats.hp)
1138     strcat (retbuf, "(damages)");
1139     if (op->stats.sp)
1140     strcat (retbuf, "(spellpoint depletion)");
1141 root 1.2 }
1142     }
1143 root 1.4 break;
1144 root 1.2
1145    
1146     case SKILL:
1147     case RING:
1148     case AMULET:
1149 root 1.4 if (op->item_power)
1150     {
1151     sprintf (buf, "(item_power %+d)", op->item_power);
1152     strcat (retbuf, buf);
1153 root 1.2 }
1154 root 1.4 if (op->title)
1155     strcat (retbuf, ring_desc (op));
1156     return retbuf;
1157 elmex 1.1
1158 root 1.2 default:
1159 root 1.4 return retbuf;
1160 elmex 1.1 }
1161    
1162 root 1.4 /* Down here, we more further describe equipment type items.
1163     * only describe them if they have been identified or the like.
1164     */
1165     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1166     {
1167     int attr, val;
1168    
1169     for (attr = 0; attr < NUM_STATS; attr++)
1170     {
1171 root 1.33 if ((val = op->stats.stat (attr)))
1172 root 1.4 {
1173     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1174     strcat (retbuf, buf);
1175 root 1.2 }
1176     }
1177    
1178 root 1.4 if (op->stats.exp)
1179     {
1180     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1181     strcat (retbuf, buf);
1182 root 1.2 }
1183    
1184    
1185 root 1.4 switch (op->type)
1186     {
1187 root 1.2 case BOW:
1188     case ARROW:
1189     case GIRDLE:
1190     case HELMET:
1191     case SHIELD:
1192     case BOOTS:
1193     case GLOVES:
1194     case WEAPON:
1195     case SKILL:
1196     case RING:
1197     case AMULET:
1198     case ARMOUR:
1199     case BRACERS:
1200     case FORCE:
1201     case CLOAK:
1202 root 1.4 if (op->stats.wc)
1203     {
1204     sprintf (buf, "(wc%+d)", op->stats.wc);
1205     strcat (retbuf, buf);
1206 root 1.2 }
1207 root 1.4 if (op->stats.dam)
1208     {
1209     sprintf (buf, "(dam%+d)", op->stats.dam);
1210     strcat (retbuf, buf);
1211 root 1.2 }
1212 root 1.4 if (op->stats.ac)
1213     {
1214     sprintf (buf, "(ac%+d)", op->stats.ac);
1215     strcat (retbuf, buf);
1216 root 1.2 }
1217 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1218     {
1219     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1220     strcat (retbuf, buf);
1221 root 1.2 }
1222 root 1.4 break;
1223 root 1.2
1224 root 1.4 default:
1225     break;
1226 root 1.2 }
1227 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1228     strcat (retbuf, "(xray-vision)");
1229     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1230     strcat (retbuf, "(infravision)");
1231    
1232     /* levitate was what is was before, so we'll keep it */
1233     if (op->move_type & MOVE_FLY_LOW)
1234     strcat (retbuf, "(levitate)");
1235    
1236     if (op->move_type & MOVE_FLY_HIGH)
1237     strcat (retbuf, "(fly)");
1238    
1239     if (op->move_type & MOVE_SWIM)
1240     strcat (retbuf, "(swim)");
1241    
1242     /* walking is presumed as 'normal', so doesn't need mentioning */
1243    
1244     if (op->item_power)
1245     {
1246     sprintf (buf, "(item_power %+d)", op->item_power);
1247     strcat (retbuf, buf);
1248     }
1249     } /* End if identified or applied */
1250    
1251     /* This blocks only deals with fully identified object.
1252     * it is intentional that this is not an 'else' from a above -
1253     * in this way, information is added.
1254     */
1255     if (identified)
1256     {
1257     int more_info = 0;
1258    
1259     switch (op->type)
1260     {
1261     case ROD: /* These use stats.sp for spell selection and stats.food */
1262     case HORN: /* and stats.hp for spell-point regeneration... */
1263 root 1.2 case BOW:
1264     case ARROW:
1265     case WAND:
1266     case FOOD:
1267     case FLESH:
1268     case DRINK:
1269 root 1.4 more_info = 0;
1270     break;
1271 root 1.2
1272 root 1.4 /* Armor type objects */
1273 root 1.2 case ARMOUR:
1274     case HELMET:
1275     case SHIELD:
1276     case BOOTS:
1277     case GLOVES:
1278     case GIRDLE:
1279     case BRACERS:
1280     case CLOAK:
1281 root 1.4 if (ARMOUR_SPEED (op))
1282     {
1283     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1284     strcat (retbuf, buf);
1285 root 1.2 }
1286 root 1.4 if (ARMOUR_SPELLS (op))
1287     {
1288     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1289     strcat (retbuf, buf);
1290 root 1.2 }
1291 root 1.4 more_info = 1;
1292     break;
1293 root 1.2
1294     case WEAPON:
1295 root 1.4 /* Calculate it the same way fix_player does so the results
1296     * make sense.
1297     */
1298     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1299     if (i < 0)
1300     i = 0;
1301    
1302     sprintf (buf, "(weapon speed %d)", i);
1303     strcat (retbuf, buf);
1304     more_info = 1;
1305     break;
1306    
1307     }
1308     if (more_info)
1309     {
1310     if (op->stats.food)
1311     {
1312     if (op->stats.food != 0)
1313     sprintf (buf, "(sustenance%+d)", op->stats.food);
1314     strcat (retbuf, buf);
1315 root 1.2 }
1316 root 1.4 if (op->stats.grace)
1317     {
1318     sprintf (buf, "(grace%+d)", op->stats.grace);
1319     strcat (retbuf, buf);
1320 root 1.2 }
1321 root 1.4 if (op->stats.sp)
1322     {
1323     sprintf (buf, "(magic%+d)", op->stats.sp);
1324     strcat (retbuf, buf);
1325 root 1.2 }
1326 root 1.4 if (op->stats.hp)
1327     {
1328     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1329     strcat (retbuf, buf);
1330 root 1.2 }
1331     }
1332    
1333 root 1.4 if (op->stats.luck)
1334     {
1335     sprintf (buf, "(luck%+d)", op->stats.luck);
1336     strcat (retbuf, buf);
1337     }
1338     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1339     strcat (retbuf, "(lifesaving)");
1340     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1341     strcat (retbuf, "(reflect spells)");
1342     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1343     strcat (retbuf, "(reflect missiles)");
1344     if (QUERY_FLAG (op, FLAG_STEALTH))
1345     strcat (retbuf, "(stealth)");
1346     if (op->slaying != NULL && op->type != FOOD)
1347     {
1348     sprintf (buf, "(slay %s)", &op->slaying);
1349     strcat (retbuf, buf);
1350     }
1351     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1352     /* resistance on flesh is only visible for quetzals. If
1353     * non flesh, everyone can see its resistances
1354     */
1355     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1356     strcat (retbuf, describe_resistance (op, 0));
1357     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1358     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1359     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1360 elmex 1.1 }
1361    
1362 root 1.4 return retbuf;
1363 elmex 1.1 }
1364    
1365 root 1.26 std::string
1366     object::describe_item (object *who)
1367     {
1368     return std::string (::describe_item (this, who));
1369     }
1370    
1371 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1372     * increases/decreases any abilities, provides a resistance,
1373     * has a generic magical bonus, or is an artifact.
1374     * This function is used by detect_magic to determine if an item
1375     * should be marked as magical.
1376     */
1377    
1378 root 1.4 int
1379     is_magical (const object *op)
1380     {
1381     int i;
1382 elmex 1.1
1383 root 1.4 /* living creatures are considered non magical */
1384     if (QUERY_FLAG (op, FLAG_ALIVE))
1385     return 0;
1386 elmex 1.1
1387 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1388     if (op->title != NULL)
1389     return 1;
1390    
1391     /* Handle rings and amulets specially. If they change any of these
1392     * values, it means they are magical.
1393     */
1394     if ((op->type == AMULET || op->type == RING) &&
1395     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1396     return 1;
1397    
1398     /* Check for stealty, speed, flying, or just plain magic in the boots */
1399     /* Presume any boots that hvae a move_type are special. */
1400     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1401     return 1;
1402    
1403     /* Take care of amulet/shield that reflects spells/missiles */
1404     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1405     return 1;
1406    
1407     /* Take care of helmet of xrays */
1408     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1409     return 1;
1410    
1411     /* Potions & rods are always magical. Wands/staves are also magical,
1412     * assuming they still have any charges left.
1413     */
1414     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1415     return 1;
1416    
1417     /* if something gives a protection, either positive or negative, its magical */
1418     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1419     * so this always works out fine.
1420     */
1421     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1422     if (op->resist[i])
1423     return 1;
1424    
1425     /* Physical protection is expected on some item types, so they should
1426     * not be considered magical.
1427     */
1428     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1429     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1430     return 1;
1431    
1432     /* power crystal, spellbooks, and scrolls are always magical. */
1433     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1434     return 1;
1435    
1436     /* Check to see if it increases/decreases any stats */
1437     for (i = 0; i < NUM_STATS; i++)
1438 root 1.33 if (op->stats.stat (i))
1439 root 1.4 return 1;
1440    
1441     /* If it doesn't fall into any of the above categories, must
1442     * be non magical.
1443     */
1444     return 0;
1445 elmex 1.1 }
1446    
1447     /* need_identify returns true if the item should be identified. This
1448     * function really should not exist - by default, any item not identified
1449     * should need it.
1450     */
1451    
1452 root 1.4 int
1453     need_identify (const object *op)
1454     {
1455     switch (op->type)
1456     {
1457 root 1.33 case RING:
1458     case WAND:
1459     case ROD:
1460     case HORN:
1461     case SCROLL:
1462     case SKILL:
1463     case SKILLSCROLL:
1464     case SPELLBOOK:
1465     case FOOD:
1466     case POTION:
1467     case BOW:
1468     case ARROW:
1469     case WEAPON:
1470     case ARMOUR:
1471     case SHIELD:
1472     case HELMET:
1473     case AMULET:
1474     case BOOTS:
1475     case GLOVES:
1476     case BRACERS:
1477     case GIRDLE:
1478     case CONTAINER:
1479     case DRINK:
1480     case FLESH:
1481     case INORGANIC:
1482     case CLOSE_CON:
1483     case CLOAK:
1484     case GEM:
1485     case POWER_CRYSTAL:
1486     case POISON:
1487     case BOOK:
1488     case SKILL_TOOL:
1489     return 1;
1490 elmex 1.1 }
1491 root 1.33
1492 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1493     * archetype file can be updated, and this function removed.
1494     */
1495 elmex 1.1 #if 0
1496 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1497 elmex 1.1 #endif
1498 root 1.4 return 0;
1499 elmex 1.1 }
1500    
1501     /*
1502     * Supposed to fix face-values as well here, but later.
1503     */
1504 root 1.4 void
1505     identify (object *op)
1506     {
1507     object *pl;
1508 elmex 1.1
1509 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1510     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1511     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1512    
1513     /*
1514     * We want autojoining of equal objects:
1515     */
1516     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1517     SET_FLAG (op, FLAG_KNOWN_CURSED);
1518    
1519     if (op->type == POTION)
1520     {
1521     if (op->inv && op->randomitems)
1522     op->title = op->inv->name;
1523     else if (op->arch)
1524     {
1525     op->name = op->arch->clone.name;
1526     op->name_pl = op->arch->clone.name_pl;
1527     }
1528 elmex 1.1 }
1529    
1530 root 1.4 /* If the object is on a map, make sure we update its face */
1531     if (op->map)
1532 root 1.24 update_object (op, UP_OBJ_CHANGE);
1533 root 1.4 else
1534     {
1535 root 1.9 pl = op->in_player ();
1536 root 1.4 if (pl)
1537     /* A lot of the values can change from an update - might as well send
1538     * it all.
1539     */
1540     esrv_send_item (pl, op);
1541 elmex 1.1 }
1542     }
1543 root 1.9