ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.39
Committed: Tue Jul 10 05:51:37 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.38: +351 -558 lines
Log Message:
- improve dynbuf implementation further
- save now saves shstrs longer than HUGE_BUF, lets fix any brokenness remaining
  in the server...
- converted most describe_*-functions to dynbuf_text, making them likely
  faster (or maybe slower), while removing any hardcoded length limit.
- memory allocated for static dynbuf's is not being returned ever (at least
  not the initial chunk, maybe fix this?)
- implement framework for predeclared const shstrs for comparison purposes
  (shstrinc.h).
- enabled and enforced new material code.
- implement hack to clean up book titles.
- increases HUGE_BUF to 10240, to be similar to mac network packet size.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.38 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.19 *
4 root 1.36 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.19 *
8 root 1.38 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.19 *
13 root 1.38 * 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 pippijn 1.19 *
18 root 1.38 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.36 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.19 */
23 elmex 1.1
24     #include <global.h>
25     #include <funcpoint.h>
26     #include <living.h>
27     #include <spells.h>
28    
29     /* the ordering of this is actually doesn't make a difference
30     * However, for ease of use, new entries should go at the end
31     * so those people that debug the code that get used to something
32     * being in the location 4 don't get confused.
33     *
34     * The ordering in save_name, use_name, nonuse_name.
35     * save_name is the name used to load/save it from files. It should
36     * match that of the doc/Developers/objects. The only
37     * real limitation is that it shouldn't have spaces or other characters
38     * that may mess up the match code. It must also start with body_
39     * use_name is how we describe the location if we can use it.
40     * nonuse_name is how we describe it if we can't use it. I think
41     * the values below will make it pretty clear how those work out
42     * They are basically there to make life a little easier - if a character
43     * examines an item and it says it goes on 'your arm', its pretty clear
44     * they can use it. See the last sample (commented out) for a dragon
45     * Note that using the term 'human' may not be very accurate, humanoid
46     * may be better.
47     * Basically, for the use/nonuse, the code does something like:
48     * "This item goes %s\n", with the use/nonuse values filling in the %s
49     */
50     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 root 1.35 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
52     {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
53     {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
54     {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
55     {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
56     {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
57     {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58     {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59     {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
60     {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
61     {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
62     {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
63     {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
64     {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
65 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
66     };
67    
68     static char numbers[21][20] = {
69 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
70     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
71     "eighteen", "nineteen", "twenty"
72 elmex 1.1 };
73    
74     static char numbers_10[10][20] = {
75 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
76     "eighty", "ninety"
77 elmex 1.1 };
78    
79     static char levelnumbers[21][20] = {
80 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
81 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
82     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
83     "nineteen", "twentieth"
84     };
85    
86     static char levelnumbers_10[11][20] = {
87 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
88     "seventieth", "eightieth", "ninetieth"
89 elmex 1.1 };
90    
91     /* The following is a large table of item types, the fields are:
92     * item number, item name, item name (plural), and two numbers that are the skills
93     * used to identify them. Anytime a new item type is added or removed, this list
94     * should be altered to reflect that. The defines for the numerical values are in
95     * define.h
96     */
97     static const typedata item_types[] = {
98 root 1.4 {PLAYER, "player", "players", 0, 0},
99     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
100     {TREASURE, "treasure", "treasure", 0, 0},
101     {POTION, "potion", "potions", SK_ALCHEMY, 0},
102     {FOOD, "food", "food", SK_WOODSMAN, 0},
103     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
104     {BOOK, "book", "books", SK_LITERACY, 0},
105     {CLOCK, "clock", "clocks", 0, 0},
106     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
107     {BOW, "bow", "bows", SK_BOWYER, 0},
108     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
109     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
110     {PEDESTAL, "pedestal", "pedestals", 0, 0},
111     {ALTAR, "altar", "altars", 0, 0},
112     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
113     {SPECIAL_KEY, "special key", "special keys", 0, 0},
114     {MAP, "map", "maps", 0, 0},
115     {DOOR, "door", "doors", 0, 0},
116     {KEY, "key", "keys", 0, 0},
117     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
118     {TRIGGER, "trigger", "triggers", 0, 0},
119     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
120     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
121     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
122     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
123     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
124     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
125     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
126     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
127     {MONEY, "money", "money", 0, 0},
128     {CLASS, "class", "classes", 0, 0},
129     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
130     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
131     {PLAYERMOVER, "player mover", "player movers", 0, 0},
132     {TELEPORTER, "teleporter", "teleporters", 0, 0},
133     {CREATOR, "creator", "creators", 0, 0},
134     {SKILL, "skill", "skills", 0, 0},
135     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
136     {GOLEM, "golem", "golems", 0, 0},
137     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
138     {BLINDNESS, "blindness", "blindness", 0, 0},
139     {GOD, "god", "gods", 0, 0},
140     {DETECTOR, "detector", "detectors", 0, 0},
141     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
142     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
143     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
144     {MARKER, "marker", "markers", 0, 0},
145     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
146     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
147     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
148     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
149     {GEM, "gem", "gems", SK_JEWELER, 0},
150     {FIREWALL, "firewall", "firewalls", 0, 0},
151     {ANVIL, "anvil", "anvils", 0, 0},
152     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
153     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
154     {EXIT, "exit", "exits", 0, 0},
155     {ENCOUNTER, "encounter", "encounters", 0, 0},
156     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
157     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
158     {RING, "ring", "rings", SK_JEWELER, 0},
159     {FLOOR, "floor", "floors", 0, 0},
160     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163     {LIGHTER, "lighter", "lighters", 0, 0},
164 elmex 1.12 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
165 root 1.4 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
166     {LAMP, "lamp", "lamps", 0, 0},
167     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
168     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
169     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170     {SPINNER, "spinner", "spinners", 0, 0},
171     {GATE, "gate", "gates", 0, 0},
172     {BUTTON, "button", "buttons", 0, 0},
173     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
174     {HOLE, "hole", "holes", 0, 0},
175     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176     {SIGN, "sign", "signs", 0, 0},
177     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
179     {SPELL, "spell", "spells", 0, 0},
180     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
181     {CONVERTER, "converter", "converters", 0, 0},
182     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
183     {POISONING, "poisoning", "poisonings", 0, 0},
184     {SAVEBED, "savebed", "savebeds", 0, 0},
185     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
186     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
187     {DIRECTOR, "director", "directors", 0, 0},
188     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
189     {FORCE, "force", "forces", 0, 0},
190     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
191     {CLOSE_CON, "closed container", "closed container", 0, 0},
192     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
193     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
194     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
195     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
196     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
197     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
198     {MENU, "inventory list", "inventory lists", 0, 0},
199     {RUNE, "rune", "runes", 0, 0},
200     {TRAP, "trap", "traps", 0, 0},
201     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
202     {CORPSE, "corpse", "corpses", 0, 0},
203     {DISEASE, "disease", "diseases", 0, 0},
204     {SYMPTOM, "symptom", "symptoms", 0, 0},
205     {BUILDER, "item builder", "item builders", 0, 0},
206     {MATERIAL, "building material", "building materials", 0, 0},
207     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
208 elmex 1.1 };
209    
210 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
211 elmex 1.1
212     materialtype_t *materialt;
213    
214     /*
215     materialtype material[NROFMATERIALS] = {
216     * P M F E C C A D W G P S P T F C D D C C G H B I *
217     * H A I L O O C R E H O L A U E A E E H O O O L N *
218     * Y G R E L N I A A O I O R R A N P A A U D L I T *
219     * S I E C D F D I P S S W A N R C L T O N Y N R *
220     * I C T U N O T O L E E H S T P D N *
221     {"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}},
222     {"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}},
223     {"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}},
224     {"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}},
225     {"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}},
226     {"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}},
227     {"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}},
228     {"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}},
229     {"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}},
230     {"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}},
231     {"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}},
232     {"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}},
233     {"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}}
234     };
235     */
236    
237     /* This curve may be too steep. But the point is that there should
238     * be tough choices - there is no real point to this if everyone can
239     * wear whatever they want with no worries. Perhaps having the steep
240     * curve is good (maybe even steeper), but allowing players to
241     * have 2 * level instead. Ideally, top level characters should only be
242     * able to use 2-3 of the most powerful items.
243     * note that this table is only really used for program generated items -
244     * custom objects can use whatever they want.
245     */
246     static int enc_to_item_power[21] = {
247 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
248     5, 7, 9, 11, 13, /* 10 */
249     15, 18, 21, 24, 27, /* 15 */
250     30, 35, 40, 45, 50 /* 20 */
251 elmex 1.1 };
252    
253 root 1.4 int
254     get_power_from_ench (int ench)
255 elmex 1.1 {
256 root 1.27 if (ench < 0) ench = 0;
257     if (ench > 20) ench = 20;
258    
259 root 1.4 return enc_to_item_power[ench];
260 elmex 1.1 }
261    
262     /* This takes an object 'op' and figures out what its item_power
263     * rating should be. This should only really be used by the treasure
264     * generation code, and when loading legacy objects. It returns
265     * the item_power it calculates.
266     * If flag is 1, we return the number of enchantment, and not the
267     * the power. This is used in the treasure code.
268     */
269 root 1.4 int
270     calc_item_power (const object *op, int flag)
271 elmex 1.1 {
272 root 1.4 int i, tmp, enc;
273 elmex 1.1
274 root 1.4 enc = 0;
275     for (i = 0; i < NUM_STATS; i++)
276 root 1.33 enc += op->stats.stat (i);
277 root 1.4
278     /* This protection logic is pretty flawed. 20% fire resistance
279     * is much more valuable than 20% confusion, or 20% slow, or
280     * several others. Start at 1 - ignore physical - all that normal
281     * armour shouldn't be counted against
282     */
283     tmp = 0;
284     for (i = 1; i < NROFATTACKS; i++)
285     tmp += op->resist[i];
286    
287     /* Add/substract 10 so that the rounding works out right */
288     if (tmp > 0)
289     enc += (tmp + 10) / 20;
290     else if (tmp < 0)
291     enc += (tmp - 10) / 20;
292    
293     enc += op->magic;
294    
295     /* For each attacktype a weapon has, one more encantment. Start at 1 -
296     * physical doesn't count against total.
297     */
298     if (op->type == WEAPON)
299     {
300     for (i = 1; i < NROFATTACKS; i++)
301     if (op->attacktype & (1 << i))
302     enc++;
303     if (op->slaying)
304     enc += 2; /* What it slays is probably more relevent */
305     }
306     /* Items the player can equip */
307     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308     (op->type == SHIELD) || (op->type == RING) ||
309     (op->type == BOOTS) || (op->type == GLOVES) ||
310     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
311     {
312     enc += op->stats.food; /* sustenance */
313     enc += op->stats.hp; /* hp regen */
314     enc += op->stats.sp; /* mana regen */
315     enc += op->stats.grace; /* grace regen */
316     enc += op->stats.exp; /* speed bonus */
317     }
318     enc += op->stats.luck;
319    
320     /* Do spell paths now */
321     for (i = 1; i < NRSPELLPATHS; i++)
322     {
323     if (op->path_attuned & (1 << i))
324     enc++;
325     else if (op->path_denied & (1 << i))
326     enc -= 2;
327     else if (op->path_repelled & (1 << i))
328     enc--;
329     }
330    
331     if (QUERY_FLAG (op, FLAG_LIFESAVE))
332     enc += 5;
333     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
334     enc += 3;
335     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
336     enc += 2;
337     if (QUERY_FLAG (op, FLAG_STEALTH))
338     enc += 1;
339     if (QUERY_FLAG (op, FLAG_XRAYS))
340     enc += 2;
341     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342     enc += 1;
343     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344     enc += 1;
345 elmex 1.1
346 root 1.4 return get_power_from_ench (enc);
347 elmex 1.1 }
348    
349     /* returns the typedata that has a number equal to itemtype, if there
350     * isn't one, returns NULL */
351 root 1.4 const typedata *
352     get_typedata (int itemtype)
353     {
354     int i;
355    
356     for (i = 0; i < item_types_size; i++)
357     if (item_types[i].number == itemtype)
358     return &item_types[i];
359     return NULL;
360 elmex 1.1 }
361    
362     /* returns the typedata that has a name equal to itemtype, if there
363     * isn't one, return the plural name that matches, if there still isn't
364     * one return NULL */
365 root 1.4 const typedata *
366     get_typedata_by_name (const char *name)
367     {
368     int i;
369    
370     for (i = 0; i < item_types_size; i++)
371     if (!strcmp (item_types[i].name, name))
372     return &item_types[i];
373     for (i = 0; i < item_types_size; i++)
374     if (!strcmp (item_types[i].name_pl, name))
375     {
376     LOG (llevInfo,
377     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
378     return &item_types[i];
379     }
380     return NULL;
381 elmex 1.1 }
382 root 1.4
383 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
384     * returns a static array of the description. This can return
385     * a big buffer.
386     * if newline is true, we don't put parens around the description
387     * but do put a newline at the end. Useful when dumping to files
388     */
389 root 1.25 const char *
390 root 1.4 describe_resistance (const object *op, int newline)
391 elmex 1.1 {
392 root 1.4 static char buf[VERY_BIG_BUF];
393     char buf1[VERY_BIG_BUF];
394     int tmpvar;
395    
396     buf[0] = 0;
397     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
398     {
399     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
400     {
401     if (!newline)
402     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
403     else
404     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
405 elmex 1.1
406 root 1.4 strcat (buf, buf1);
407     }
408 elmex 1.1 }
409 root 1.4 return buf;
410 elmex 1.1 }
411    
412    
413     /*
414     * query_weight(object) returns a character pointer to a static buffer
415     * containing the text-representation of the weight of the given object.
416     * The buffer will be overwritten by the next call to query_weight().
417     */
418 root 1.25 const char *
419 root 1.4 query_weight (const object *op)
420     {
421 elmex 1.1 static char buf[10];
422 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
423 elmex 1.1
424 root 1.4 if (op->weight < 0)
425 elmex 1.1 return " ";
426 root 1.25
427 root 1.4 if (i % 1000)
428     sprintf (buf, "%6.1f", i / 1000.0);
429 elmex 1.1 else
430 root 1.4 sprintf (buf, "%4d ", i / 1000);
431 root 1.25
432 elmex 1.1 return buf;
433     }
434    
435     /*
436     * Returns the pointer to a static buffer containing
437     * the number requested (of the form first, second, third...)
438     */
439 root 1.25 const char *
440 root 1.4 get_levelnumber (int i)
441     {
442 elmex 1.1 static char buf[MAX_BUF];
443 root 1.4
444     if (i > 99)
445     {
446     sprintf (buf, "%d.", i);
447     return buf;
448     }
449 root 1.25
450 root 1.4 if (i < 21)
451 elmex 1.1 return levelnumbers[i];
452 root 1.4 if (!(i % 10))
453     return levelnumbers_10[i / 10];
454 root 1.25
455 root 1.4 strcpy (buf, numbers_10[i / 10]);
456     strcat (buf, levelnumbers[i % 10]);
457 elmex 1.1 return buf;
458     }
459    
460     /*
461     * get_number(integer) returns the text-representation of the given number
462     * in a static buffer. The buffer might be overwritten at the next
463     * call to get_number().
464     * It is currently only used by the query_name() function.
465     */
466 root 1.25 const char *
467 root 1.4 get_number (int i)
468     {
469     if (i <= 20)
470 elmex 1.1 return numbers[i];
471 root 1.4 else
472     {
473     static char buf[MAX_BUF];
474    
475     sprintf (buf, "%d", i);
476     return buf;
477     }
478 elmex 1.1 }
479    
480     /*
481     * Returns pointer to static buffer containing ring's or amulet's
482     * abilities
483     * These are taken from old query_name(), but it would work better
484     * if describle_item() would be called to get this information and
485     * caller would handle FULL_RING_DESCRIPTION definition.
486     * Or make FULL_RING_DESCRIPTION standard part of a game and let
487     * client handle names.
488     */
489 root 1.4
490 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
491     * from stats.sp - b.t.
492     */
493 root 1.25 const char *
494 root 1.4 ring_desc (const object *op)
495 elmex 1.1 {
496 root 1.39 static dynbuf_text buf; buf.clear ();
497 root 1.4 int attr, val, len;
498 elmex 1.1
499 root 1.39 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
500     {
501     for (attr = 0; attr < NUM_STATS; attr++)
502     if ((val = op->stats.stat (attr)))
503     buf.printf ("(%s%+d)", short_stat_name[attr], val);
504 elmex 1.1
505 root 1.39 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
506     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
507     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
508     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
509    
510     buf << describe_resistance (op, 0);
511    
512     if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
513     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
514     if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
515     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
516     if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
517    
518     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
519     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
520     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
521     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
522    
523     buf.add_paths ("Attuned" , op->path_attuned);
524     buf.add_paths ("Repelled", op->path_repelled);
525     buf.add_paths ("Denied" , op->path_denied);
526 root 1.4
527 root 1.39 if (buf.empty ())
528     buf << "of adornment";
529 root 1.4 }
530 root 1.27
531 root 1.4 return buf;
532 elmex 1.1 }
533    
534     /*
535     * query_short_name(object) is similar to query_name, but doesn't
536     * contain any information about object status (worn/cursed/etc.)
537     */
538 root 1.4 const char *
539     query_short_name (const object *op)
540 elmex 1.1 {
541 root 1.39 static dynbuf_text buf; buf.clear ();
542 root 1.4
543     if (op->name == NULL)
544     return "(null)";
545 root 1.5
546 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
547     return op->name; /* To speed things up (or make things slower?) */
548    
549 root 1.39 buf << (op->nrof <= 1 ? op->name : op->name_pl);
550 root 1.4
551     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
552 root 1.39 buf << ' ' << op->title;
553 elmex 1.1
554 root 1.4 switch (op->type)
555     {
556 root 1.39 case SPELLBOOK:
557     case SCROLL:
558     case WAND:
559     case ROD:
560     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
561     {
562     if (!op->title)
563     buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
564    
565     if (op->type != SPELLBOOK)
566     buf.printf (" (lvl %d)", op->level);
567     }
568     break;
569    
570     case SKILL:
571     case AMULET:
572     case RING:
573     if (!op->title)
574     {
575     /* If ring has a title, full description isn't so useful */
576     const char *s = ring_desc (op);
577 elmex 1.1
578 root 1.39 if (s && *s)
579     buf << " " << s;
580     }
581     break;
582     default:
583     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
584     buf.printf (" %+d", op->magic);
585 elmex 1.1 }
586 root 1.39
587 root 1.4 return buf;
588 elmex 1.1 }
589    
590     /*
591     * query_name(object) returns a character pointer pointing to a static
592     * buffer which contains a verbose textual representation of the name
593     * of the given object.
594     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
595     * you can make several calls to query_name before the bufs start getting
596     * overwritten. This may be a bad thing (it may be easier to assume the value
597     * returned is good forever.) However, it makes printing statements that
598     * use several names much easier (don't need to store them to temp variables.)
599     *
600     */
601 root 1.25 const char *
602 root 1.4 query_name (const object *op)
603     {
604 root 1.39 int len = 0;
605     static dynbuf_text bufs[5];
606 root 1.4 static int use_buf = 0;
607 elmex 1.1
608 root 1.4 use_buf++;
609     use_buf %= 5;
610 elmex 1.1
611 root 1.39 dynbuf_text &buf = bufs [use_buf];
612     buf.clear ();
613    
614 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
615 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
616     buf << mt->description << ' ';
617 elmex 1.1
618 root 1.39 buf << query_short_name (op);
619 elmex 1.1
620 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
621 root 1.39 buf << " *";
622 root 1.4 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
623 root 1.39 buf << " (open)";
624 root 1.4
625     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
626     {
627     if (QUERY_FLAG (op, FLAG_DAMNED))
628 root 1.39 buf << " (damned)";
629 root 1.4 else if (QUERY_FLAG (op, FLAG_CURSED))
630 root 1.39 buf << " (cursed)";
631 root 1.4 }
632 root 1.23
633 root 1.4 /* Basically, if the object is known magical (detect magic spell on it),
634     * and it isn't identified, print out the fact that
635     * it is magical. Assume that the detect magical spell will only set
636     * KNOWN_MAGICAL if the item actually is magical.
637     *
638     * Changed in V 0.91.4 - still print that the object is magical even
639     * if it has been applied. Equipping an item does not tell full
640     * abilities, especially for artifact items.
641     */
642     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
643 root 1.39 buf << " (magic)";
644 elmex 1.1
645     #if 0
646 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
647     * be returned in the name.
648     */
649     if (op->item_power)
650     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
651 elmex 1.1
652     #endif
653    
654 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
655     {
656     switch (op->type)
657     {
658 root 1.23 case BOW:
659     case WAND:
660     case ROD:
661     case HORN:
662 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
663 root 1.23 break;
664     case WEAPON:
665 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
666 root 1.23 break;
667     case ARMOUR:
668     case HELMET:
669     case SHIELD:
670     case RING:
671     case BOOTS:
672     case GLOVES:
673     case AMULET:
674     case GIRDLE:
675     case BRACERS:
676     case CLOAK:
677 root 1.39 buf << " (worn)";
678 root 1.23 break;
679     case CONTAINER:
680 root 1.39 buf << " (active)";
681 root 1.23 break;
682     case SKILL:
683     default:
684 root 1.39 buf << " (applied)";
685 root 1.2 }
686 elmex 1.1 }
687 root 1.23
688 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
689 root 1.39 buf << " (unpaid)";
690 elmex 1.1
691 root 1.39 return buf;
692 elmex 1.1 }
693    
694     /*
695     * query_base_name(object) returns a character pointer pointing to a static
696     * buffer which contains a verbose textual representation of the name
697     * of the given object. The buffer will be overwritten at the next
698     * call to query_base_name(). This is a lot like query_name, but we
699     * don't include the item count or item status. Used for inventory sorting
700     * and sending to client.
701     * If plural is set, we generate the plural name of this.
702     */
703 root 1.4 const char *
704     query_base_name (const object *op, int plural)
705     {
706     if ((!plural && !op->name) || (plural && !op->name_pl))
707     return "(null)";
708 elmex 1.1
709 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
710     return op->name; /* To speed things up (or make things slower?) */
711 elmex 1.1
712 root 1.39 static dynbuf_text buf; buf.clear ();
713    
714 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
715 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
716     if (op->arch->materialname != mt->name)
717     buf << mt->description << ' ';
718 root 1.20
719 root 1.39 buf << (plural ? op->name_pl : op->name);
720 elmex 1.1
721 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
722 root 1.39 buf << ' ' << op->title;
723 elmex 1.1
724 root 1.4 switch (op->type)
725     {
726 root 1.20 case SPELLBOOK:
727     case SCROLL:
728     case WAND:
729     case ROD:
730     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
731     {
732     if (!op->title)
733 root 1.39 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
734    
735 root 1.20 if (op->type != SPELLBOOK)
736 root 1.39 buf.printf (" (lvl %d)", op->level);
737 root 1.20 }
738     break;
739 elmex 1.1
740    
741 root 1.20 case SKILL:
742     case AMULET:
743     case RING:
744     if (!op->title)
745     {
746     /* If ring has a title, full description isn't so useful */
747 root 1.25 const char *s = ring_desc (op);
748 root 1.4
749 root 1.39 if (s && *s)
750     buf << ' ' << s;
751 root 1.20 }
752     break;
753 root 1.29
754 root 1.20 default:
755     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
756 root 1.39 buf.printf (" %+d", op->magic);
757 elmex 1.1 }
758 root 1.20
759 root 1.4 return buf;
760 elmex 1.1 }
761    
762     /* Break this off from describe_item - that function was way
763     * too long, making it difficult to read. This function deals
764     * with describing the monsters & players abilities. It should only
765     * be called with monster & player objects. Returns a description
766     * in a static buffer.
767     */
768 root 1.39 static const char *
769 root 1.4 describe_monster (const object *op)
770     {
771 root 1.39 static dynbuf_text buf; buf.clear ();
772 root 1.4
773     /* Note that the resolution this provides for players really isn't
774     * very good. Any player with a speed greater than .67 will
775     * fall into the 'lightning fast movement' category.
776     */
777 elmex 1.16 if (op->has_active_speed ())
778 root 1.39 switch ((int) ((FABS (op->speed)) * 15))
779     {
780     case 0:
781     buf << "(very slow movement";
782     break;
783     case 1:
784     buf << "(slow movement)";
785     break;
786     case 2:
787     buf << "(normal movement)";
788     break;
789     case 3:
790     case 4:
791     buf << "(fast movement)";
792     break;
793     case 5:
794     case 6:
795     buf << "(very fast movement)";
796     break;
797     case 7:
798     case 8:
799     case 9:
800     case 10:
801     buf << "(extremely fast movement)";
802     break;
803     default:
804     buf << "(lightning fast movement)";
805     break;
806     }
807    
808     if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
809     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
810     if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
811     if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
812     if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
813     if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
814     if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
815     if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
816     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
817     if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
818     if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
819     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
820     if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
821     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
822    
823     if (op->randomitems)
824 root 1.4 {
825 root 1.39 bool first = 1;
826 root 1.4
827 root 1.39 for (treasure *t = op->randomitems->items; t; t = t->next)
828 root 1.37 if (t->item && t->item->type == SPELL)
829 root 1.4 {
830     if (first)
831 root 1.39 buf << "(Spell abilities:)";
832    
833     first = 0;
834    
835     buf << '(' << t->item->object::name << ')';
836 root 1.4 }
837     }
838 root 1.39
839 root 1.4 if (op->type == PLAYER)
840     {
841     if (op->contr->digestion)
842 root 1.39 buf.printf ("(sustenance%+d)", op->contr->digestion);
843    
844 root 1.4 if (op->contr->gen_grace)
845 root 1.39 buf.printf ("(grace%+d)", op->contr->gen_grace);
846    
847 root 1.4 if (op->contr->gen_sp)
848 root 1.39 buf.printf ("(magic%+d)", op->contr->gen_sp);
849    
850 root 1.4 if (op->contr->gen_hp)
851 root 1.39 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
852    
853 root 1.4 if (op->stats.luck)
854 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
855 elmex 1.1 }
856 root 1.4
857     /* describe attacktypes */
858     if (is_dragon_pl (op))
859     {
860     /* for dragon players display the attacktypes from clawing skill
861     * Break apart the for loop - move the comparison checking down -
862     * this makes it more readable.
863     */
864     object *tmp;
865    
866 root 1.39 for (tmp = op->inv; tmp; tmp = tmp->below)
867     if (tmp->type == SKILL && tmp->name == shstr_clawing)
868 root 1.4 break;
869    
870 root 1.39 if (tmp && tmp->attacktype)
871     buf.add_abilities ("Claws", tmp->attacktype);
872 root 1.4 else
873 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
874 elmex 1.1 }
875 root 1.4 else
876 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
877 root 1.21
878 root 1.39 buf.add_paths ("Attuned" , op->path_attuned);
879     buf.add_paths ("Repelled", op->path_repelled);
880     buf.add_paths ("Denied" , op->path_denied);
881 root 1.22
882 root 1.39 for (int i = 0; i < NROFATTACKS; i++)
883 root 1.22 if (op->resist[i])
884 root 1.39 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
885 root 1.22
886 root 1.39 return buf;
887 elmex 1.1 }
888    
889     /*
890     * Returns a pointer to a static buffer which contains a
891     * description of the given object.
892     * If it is a monster, lots of information about its abilities
893     * will be returned.
894     * If it is an item, lots of information about which abilities
895     * will be gained about its user will be returned.
896     * If it is a player, it writes out the current abilities
897     * of the player, which is usually gained by the items applied.
898     * It would be really handy to actually pass another object
899     * pointer on who is examining this object. Then, you could reveal
900     * certain information depending on what the examiner knows, eg,
901     * wouldn't need to use the SEE_INVISIBLE flag to know it is
902     * a dragon player examining food. Could have things like
903     * a dwarven axe, in which the full abilities are only known to
904     * dwarves, etc.
905     *
906     * This function is really much more complicated than it should
907     * be, because different objects have different meanings
908     * for the same field (eg, wands use 'food' for charges). This
909     * means these special cases need to be worked out.
910     *
911     * Add 'owner' who is the person examining this object.
912     * owner can be null if no one is being associated with this
913     * item (eg, debug dump or the like)
914     */
915 root 1.25 const char *
916 root 1.4 describe_item (const object *op, object *owner)
917     {
918 root 1.39 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
919     return describe_monster (op);
920    
921     static dynbuf_text buf; buf.clear ();
922 root 1.4 int identified, i;
923    
924     /* figure this out once, instead of making multiple calls to need_identify.
925     * also makes the code easier to read.
926     */
927 root 1.39 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
928     if (!identified)
929     buf << "(unidentified)";
930    
931 root 1.4 switch (op->type)
932     {
933 root 1.39 case BOW:
934     case ARROW:
935     case WAND:
936     case ROD:
937     case HORN:
938     case WEAPON:
939     case ARMOUR:
940     case HELMET:
941     case SHIELD:
942     case BOOTS:
943     case GLOVES:
944     case GIRDLE:
945     case BRACERS:
946     case CLOAK:
947     case SKILL_TOOL:
948     break; /* We have more information to do below this switch */
949    
950     case POWER_CRYSTAL:
951     if (op->stats.maxsp > 1000)
952     { /*higher capacity crystals */
953     i = (op->stats.maxsp % 1000) / 100;
954    
955     if (i)
956     buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
957     else
958     buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
959     }
960     else
961     buf.printf ("(capacity %d). It is ", op->stats.maxsp);
962    
963     i = (op->stats.sp * 10) / op->stats.maxsp;
964     if (op->stats.sp == 0)
965     buf << "empty.";
966     else if (i == 0)
967     buf << "almost empty.";
968     else if (i < 3)
969     buf << "partially filled.";
970     else if (i < 6)
971     buf << "half full.";
972     else if (i < 9)
973     buf << "well charged.";
974     else if (op->stats.sp == op->stats.maxsp)
975     buf << "fully charged.";
976     else
977     buf << "almost full.";
978     break;
979    
980     case FOOD:
981     case FLESH:
982     case DRINK:
983     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
984     {
985     buf.printf ("(food+%d)", op->stats.food);
986    
987     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
988     buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
989    
990     if (!QUERY_FLAG (op, FLAG_CURSED))
991     {
992     if (op->stats.hp) buf << "(heals)";
993     if (op->stats.sp) buf << "(spellpoint regen)";
994     }
995     else
996     {
997     if (op->stats.hp) buf << "(damages)";
998     if (op->stats.sp) buf << "(spellpoint depletion)";
999     }
1000     }
1001     break;
1002    
1003     case SKILL:
1004     case RING:
1005     case AMULET:
1006     if (op->item_power)
1007     buf.printf ("(item_power %+d)", op->item_power);
1008 root 1.2
1009 root 1.39 if (op->title)
1010     buf << ring_desc (op);
1011 root 1.2
1012 root 1.39 return buf;
1013 elmex 1.1
1014 root 1.39 default:
1015     return buf;
1016 elmex 1.1 }
1017    
1018 root 1.4 /* Down here, we more further describe equipment type items.
1019     * only describe them if they have been identified or the like.
1020     */
1021     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1022     {
1023     int attr, val;
1024    
1025     for (attr = 0; attr < NUM_STATS; attr++)
1026 root 1.39 if ((val = op->stats.stat (attr)))
1027     buf.printf ("(%s%+d)", short_stat_name[attr], val);
1028 root 1.2
1029 root 1.4 if (op->stats.exp)
1030 root 1.39 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1031    
1032     switch (op->type)
1033 root 1.4 {
1034 root 1.39 case BOW:
1035     case ARROW:
1036     case GIRDLE:
1037     case HELMET:
1038     case SHIELD:
1039     case BOOTS:
1040     case GLOVES:
1041     case WEAPON:
1042     case SKILL:
1043     case RING:
1044     case AMULET:
1045     case ARMOUR:
1046     case BRACERS:
1047     case FORCE:
1048     case CLOAK:
1049     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1050     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1051     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1052 root 1.2
1053 root 1.39 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1054     buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1055 root 1.2
1056 root 1.39 break;
1057 root 1.2
1058 root 1.39 default:
1059     break;
1060 root 1.2 }
1061 root 1.39
1062     if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1063     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1064 root 1.4
1065     /* levitate was what is was before, so we'll keep it */
1066 root 1.39 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1067     if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1068     if (op->move_type & MOVE_SWIM) buf << "(swim)";
1069 root 1.4
1070     /* walking is presumed as 'normal', so doesn't need mentioning */
1071    
1072     if (op->item_power)
1073 root 1.39 buf.printf ("(item_power %+d)", op->item_power);
1074 root 1.4 } /* End if identified or applied */
1075    
1076     /* This blocks only deals with fully identified object.
1077     * it is intentional that this is not an 'else' from a above -
1078     * in this way, information is added.
1079     */
1080     if (identified)
1081     {
1082     int more_info = 0;
1083    
1084     switch (op->type)
1085     {
1086 root 1.39 case ROD: /* These use stats.sp for spell selection and stats.food */
1087     case HORN: /* and stats.hp for spell-point regeneration... */
1088     case BOW:
1089     case ARROW:
1090     case WAND:
1091     case FOOD:
1092     case FLESH:
1093     case DRINK:
1094     more_info = 0;
1095     break;
1096    
1097     /* Armor type objects */
1098     case ARMOUR:
1099     case HELMET:
1100     case SHIELD:
1101     case BOOTS:
1102     case GLOVES:
1103     case GIRDLE:
1104     case BRACERS:
1105     case CLOAK:
1106     if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1107     if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1108     more_info = 1;
1109     break;
1110 root 1.4
1111 root 1.39 case WEAPON:
1112     /* Calculate it the same way fix_player does so the results
1113     * make sense.
1114     */
1115     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1116     if (i < 0)
1117     i = 0;
1118    
1119     buf.printf ("(weapon speed %d)", i);
1120     more_info = 1;
1121     break;
1122 root 1.4 }
1123 root 1.39
1124 root 1.4 if (more_info)
1125     {
1126 root 1.39 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1127     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1128     if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1129     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1130 root 1.2 }
1131    
1132 root 1.4 if (op->stats.luck)
1133 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
1134    
1135     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1136     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1137     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1138     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1139    
1140     if (op->slaying && op->type != FOOD)
1141     buf.printf ("(slay %s)", &op->slaying);
1142    
1143     buf.add_abilities ("Attacks", op->attacktype);
1144 root 1.4 /* resistance on flesh is only visible for quetzals. If
1145     * non flesh, everyone can see its resistances
1146     */
1147     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1148 root 1.39 buf << describe_resistance (op, 0);
1149    
1150     buf.add_paths ("Attuned", op->path_attuned);
1151     buf.add_paths ("Repelled", op->path_repelled);
1152     buf.add_paths ("Denied", op->path_denied);
1153 elmex 1.1 }
1154    
1155 root 1.39 return buf;
1156 elmex 1.1 }
1157    
1158 root 1.26 std::string
1159     object::describe_item (object *who)
1160     {
1161     return std::string (::describe_item (this, who));
1162     }
1163    
1164 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1165     * increases/decreases any abilities, provides a resistance,
1166     * has a generic magical bonus, or is an artifact.
1167     * This function is used by detect_magic to determine if an item
1168     * should be marked as magical.
1169     */
1170 root 1.4 int
1171     is_magical (const object *op)
1172     {
1173     int i;
1174 elmex 1.1
1175 root 1.4 /* living creatures are considered non magical */
1176     if (QUERY_FLAG (op, FLAG_ALIVE))
1177     return 0;
1178 elmex 1.1
1179 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1180     if (op->title != NULL)
1181     return 1;
1182    
1183     /* Handle rings and amulets specially. If they change any of these
1184     * values, it means they are magical.
1185     */
1186     if ((op->type == AMULET || op->type == RING) &&
1187     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1188     return 1;
1189    
1190     /* Check for stealty, speed, flying, or just plain magic in the boots */
1191     /* Presume any boots that hvae a move_type are special. */
1192     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1193     return 1;
1194    
1195     /* Take care of amulet/shield that reflects spells/missiles */
1196     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1197     return 1;
1198    
1199     /* Take care of helmet of xrays */
1200     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1201     return 1;
1202    
1203     /* Potions & rods are always magical. Wands/staves are also magical,
1204     * assuming they still have any charges left.
1205     */
1206     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1207     return 1;
1208    
1209     /* if something gives a protection, either positive or negative, its magical */
1210     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1211     * so this always works out fine.
1212     */
1213     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1214     if (op->resist[i])
1215     return 1;
1216    
1217     /* Physical protection is expected on some item types, so they should
1218     * not be considered magical.
1219     */
1220     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1221     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1222     return 1;
1223    
1224     /* power crystal, spellbooks, and scrolls are always magical. */
1225     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1226     return 1;
1227    
1228     /* Check to see if it increases/decreases any stats */
1229     for (i = 0; i < NUM_STATS; i++)
1230 root 1.33 if (op->stats.stat (i))
1231 root 1.4 return 1;
1232    
1233     /* If it doesn't fall into any of the above categories, must
1234     * be non magical.
1235     */
1236     return 0;
1237 elmex 1.1 }
1238    
1239     /* need_identify returns true if the item should be identified. This
1240     * function really should not exist - by default, any item not identified
1241     * should need it.
1242     */
1243    
1244 root 1.4 int
1245     need_identify (const object *op)
1246     {
1247     switch (op->type)
1248     {
1249 root 1.33 case RING:
1250     case WAND:
1251     case ROD:
1252     case HORN:
1253     case SCROLL:
1254     case SKILL:
1255     case SKILLSCROLL:
1256     case SPELLBOOK:
1257     case FOOD:
1258     case POTION:
1259     case BOW:
1260     case ARROW:
1261     case WEAPON:
1262     case ARMOUR:
1263     case SHIELD:
1264     case HELMET:
1265     case AMULET:
1266     case BOOTS:
1267     case GLOVES:
1268     case BRACERS:
1269     case GIRDLE:
1270     case CONTAINER:
1271     case DRINK:
1272     case FLESH:
1273     case INORGANIC:
1274     case CLOSE_CON:
1275     case CLOAK:
1276     case GEM:
1277     case POWER_CRYSTAL:
1278     case POISON:
1279     case BOOK:
1280     case SKILL_TOOL:
1281     return 1;
1282 elmex 1.1 }
1283 root 1.33
1284 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1285     * archetype file can be updated, and this function removed.
1286     */
1287 elmex 1.1 #if 0
1288 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1289 elmex 1.1 #endif
1290 root 1.4 return 0;
1291 elmex 1.1 }
1292    
1293     /*
1294     * Supposed to fix face-values as well here, but later.
1295     */
1296 root 1.4 void
1297     identify (object *op)
1298     {
1299     object *pl;
1300 elmex 1.1
1301 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1302     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1303     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1304    
1305     /*
1306     * We want autojoining of equal objects:
1307     */
1308     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1309     SET_FLAG (op, FLAG_KNOWN_CURSED);
1310    
1311     if (op->type == POTION)
1312     {
1313     if (op->inv && op->randomitems)
1314     op->title = op->inv->name;
1315     else if (op->arch)
1316     {
1317 root 1.37 op->name = op->arch->object::name;
1318     op->name_pl = op->arch->object::name_pl;
1319 root 1.4 }
1320 elmex 1.1 }
1321    
1322 root 1.4 /* If the object is on a map, make sure we update its face */
1323     if (op->map)
1324 root 1.24 update_object (op, UP_OBJ_CHANGE);
1325 root 1.4 else
1326     {
1327 root 1.9 pl = op->in_player ();
1328 root 1.4 if (pl)
1329     /* A lot of the values can change from an update - might as well send
1330     * it all.
1331     */
1332     esrv_send_item (pl, op);
1333 elmex 1.1 }
1334     }
1335 root 1.9