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Revision: 1.45
Committed: Sun Apr 20 18:48:51 2008 UTC (16 years, 1 month ago) by root
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Branch: MAIN
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# User Rev Content
1 elmex 1.1 /*
2 root 1.41 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.19 *
4 root 1.41 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.36 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.19 *
8 root 1.41 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.38 * 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 root 1.41 * The authors can be reached via e-mail to <support@deliantra.net>
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 root 1.42 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30    
31 elmex 1.1 /* the ordering of this is actually doesn't make a difference
32     * However, for ease of use, new entries should go at the end
33     * so those people that debug the code that get used to something
34     * being in the location 4 don't get confused.
35     *
36     * The ordering in save_name, use_name, nonuse_name.
37     * save_name is the name used to load/save it from files. It should
38     * match that of the doc/Developers/objects. The only
39     * real limitation is that it shouldn't have spaces or other characters
40     * that may mess up the match code. It must also start with body_
41     * use_name is how we describe the location if we can use it.
42     * nonuse_name is how we describe it if we can't use it. I think
43     * the values below will make it pretty clear how those work out
44     * They are basically there to make life a little easier - if a character
45     * examines an item and it says it goes on 'your arm', its pretty clear
46     * they can use it. See the last sample (commented out) for a dragon
47     * Note that using the term 'human' may not be very accurate, humanoid
48     * may be better.
49     * Basically, for the use/nonuse, the code does something like:
50     * "This item goes %s\n", with the use/nonuse values filling in the %s
51     */
52     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 root 1.35 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54     {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55     {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56     {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57     {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58     {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59     {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60     {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61     {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62     {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63     {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64     {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65     {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66     {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
68     };
69    
70     static char numbers[21][20] = {
71 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73     "eighteen", "nineteen", "twenty"
74 elmex 1.1 };
75    
76     static char numbers_10[10][20] = {
77 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78     "eighty", "ninety"
79 elmex 1.1 };
80    
81     static char levelnumbers[21][20] = {
82 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
83 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
84     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
85     "nineteen", "twentieth"
86     };
87    
88     static char levelnumbers_10[11][20] = {
89 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
90     "seventieth", "eightieth", "ninetieth"
91 elmex 1.1 };
92    
93     /* The following is a large table of item types, the fields are:
94     * item number, item name, item name (plural), and two numbers that are the skills
95     * used to identify them. Anytime a new item type is added or removed, this list
96     * should be altered to reflect that. The defines for the numerical values are in
97     * define.h
98     */
99     static const typedata item_types[] = {
100 root 1.4 {PLAYER, "player", "players", 0, 0},
101     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
102     {TREASURE, "treasure", "treasure", 0, 0},
103     {POTION, "potion", "potions", SK_ALCHEMY, 0},
104     {FOOD, "food", "food", SK_WOODSMAN, 0},
105     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
106     {BOOK, "book", "books", SK_LITERACY, 0},
107     {CLOCK, "clock", "clocks", 0, 0},
108     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
109     {BOW, "bow", "bows", SK_BOWYER, 0},
110     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
111     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
112     {PEDESTAL, "pedestal", "pedestals", 0, 0},
113     {ALTAR, "altar", "altars", 0, 0},
114     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
115     {SPECIAL_KEY, "special key", "special keys", 0, 0},
116     {MAP, "map", "maps", 0, 0},
117     {DOOR, "door", "doors", 0, 0},
118     {KEY, "key", "keys", 0, 0},
119     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
120     {TRIGGER, "trigger", "triggers", 0, 0},
121     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
122     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
123     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
124     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
125     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
126     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
127     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
128     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
129     {MONEY, "money", "money", 0, 0},
130     {CLASS, "class", "classes", 0, 0},
131     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
132     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
133     {PLAYERMOVER, "player mover", "player movers", 0, 0},
134     {TELEPORTER, "teleporter", "teleporters", 0, 0},
135     {CREATOR, "creator", "creators", 0, 0},
136     {SKILL, "skill", "skills", 0, 0},
137     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
138     {GOLEM, "golem", "golems", 0, 0},
139     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
140     {BLINDNESS, "blindness", "blindness", 0, 0},
141     {GOD, "god", "gods", 0, 0},
142     {DETECTOR, "detector", "detectors", 0, 0},
143     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
144     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
145     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
146     {MARKER, "marker", "markers", 0, 0},
147     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
148     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
149     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
150     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
151     {GEM, "gem", "gems", SK_JEWELER, 0},
152     {FIREWALL, "firewall", "firewalls", 0, 0},
153     {ANVIL, "anvil", "anvils", 0, 0},
154     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
155     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
156     {EXIT, "exit", "exits", 0, 0},
157     {ENCOUNTER, "encounter", "encounters", 0, 0},
158     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
159     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
160     {RING, "ring", "rings", SK_JEWELER, 0},
161     {FLOOR, "floor", "floors", 0, 0},
162     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
163     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
164     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
165     {LIGHTER, "lighter", "lighters", 0, 0},
166 elmex 1.12 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
167 root 1.4 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168     {LAMP, "lamp", "lamps", 0, 0},
169     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172     {SPINNER, "spinner", "spinners", 0, 0},
173     {GATE, "gate", "gates", 0, 0},
174     {BUTTON, "button", "buttons", 0, 0},
175     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
176     {HOLE, "hole", "holes", 0, 0},
177     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
178     {SIGN, "sign", "signs", 0, 0},
179     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
180     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
181     {SPELL, "spell", "spells", 0, 0},
182     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
183     {CONVERTER, "converter", "converters", 0, 0},
184     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
185     {POISONING, "poisoning", "poisonings", 0, 0},
186     {SAVEBED, "savebed", "savebeds", 0, 0},
187     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189     {DIRECTOR, "director", "directors", 0, 0},
190     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191     {FORCE, "force", "forces", 0, 0},
192     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
193     {CLOSE_CON, "closed container", "closed container", 0, 0},
194     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
195     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
196     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
197     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
198     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
199     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
200     {MENU, "inventory list", "inventory lists", 0, 0},
201     {RUNE, "rune", "runes", 0, 0},
202     {TRAP, "trap", "traps", 0, 0},
203     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
204     {CORPSE, "corpse", "corpses", 0, 0},
205     {DISEASE, "disease", "diseases", 0, 0},
206     {SYMPTOM, "symptom", "symptoms", 0, 0},
207     {BUILDER, "item builder", "item builders", 0, 0},
208     {MATERIAL, "building material", "building materials", 0, 0},
209     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210 elmex 1.1 };
211    
212 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213 elmex 1.1
214     materialtype_t *materialt;
215    
216     /*
217     materialtype material[NROFMATERIALS] = {
218     * P M F E C C A D W G P S P T F C D D C C G H B I *
219     * H A I L O O C R E H O L A U E A E E H O O O L N *
220     * Y G R E L N I A A O I O R R A N P A A U D L I T *
221     * S I E C D F D I P S S W A N R C L T O N Y N R *
222     * I C T U N O T O L E E H S T P D N *
223     {"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}},
224     {"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}},
225     {"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}},
226     {"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}},
227     {"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}},
228     {"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}},
229     {"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}},
230     {"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}},
231     {"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}},
232     {"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}},
233     {"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}},
234     {"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}},
235     {"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}}
236     };
237     */
238    
239     /* This curve may be too steep. But the point is that there should
240     * be tough choices - there is no real point to this if everyone can
241     * wear whatever they want with no worries. Perhaps having the steep
242     * curve is good (maybe even steeper), but allowing players to
243     * have 2 * level instead. Ideally, top level characters should only be
244     * able to use 2-3 of the most powerful items.
245     * note that this table is only really used for program generated items -
246     * custom objects can use whatever they want.
247     */
248     static int enc_to_item_power[21] = {
249 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
250     5, 7, 9, 11, 13, /* 10 */
251     15, 18, 21, 24, 27, /* 15 */
252     30, 35, 40, 45, 50 /* 20 */
253 elmex 1.1 };
254    
255 root 1.4 int
256     get_power_from_ench (int ench)
257 elmex 1.1 {
258 root 1.27 if (ench < 0) ench = 0;
259     if (ench > 20) ench = 20;
260    
261 root 1.4 return enc_to_item_power[ench];
262 elmex 1.1 }
263    
264     /* This takes an object 'op' and figures out what its item_power
265     * rating should be. This should only really be used by the treasure
266     * generation code, and when loading legacy objects. It returns
267     * the item_power it calculates.
268     * If flag is 1, we return the number of enchantment, and not the
269     * the power. This is used in the treasure code.
270     */
271 root 1.4 int
272     calc_item_power (const object *op, int flag)
273 elmex 1.1 {
274 root 1.4 int i, tmp, enc;
275 elmex 1.1
276 root 1.4 enc = 0;
277     for (i = 0; i < NUM_STATS; i++)
278 root 1.33 enc += op->stats.stat (i);
279 root 1.4
280     /* This protection logic is pretty flawed. 20% fire resistance
281     * is much more valuable than 20% confusion, or 20% slow, or
282     * several others. Start at 1 - ignore physical - all that normal
283     * armour shouldn't be counted against
284     */
285     tmp = 0;
286     for (i = 1; i < NROFATTACKS; i++)
287     tmp += op->resist[i];
288    
289     /* Add/substract 10 so that the rounding works out right */
290     if (tmp > 0)
291     enc += (tmp + 10) / 20;
292     else if (tmp < 0)
293     enc += (tmp - 10) / 20;
294    
295     enc += op->magic;
296    
297     /* For each attacktype a weapon has, one more encantment. Start at 1 -
298     * physical doesn't count against total.
299     */
300     if (op->type == WEAPON)
301     {
302     for (i = 1; i < NROFATTACKS; i++)
303     if (op->attacktype & (1 << i))
304     enc++;
305     if (op->slaying)
306     enc += 2; /* What it slays is probably more relevent */
307     }
308     /* Items the player can equip */
309     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
310     (op->type == SHIELD) || (op->type == RING) ||
311     (op->type == BOOTS) || (op->type == GLOVES) ||
312     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313     {
314     enc += op->stats.food; /* sustenance */
315     enc += op->stats.hp; /* hp regen */
316     enc += op->stats.sp; /* mana regen */
317     enc += op->stats.grace; /* grace regen */
318     enc += op->stats.exp; /* speed bonus */
319     }
320     enc += op->stats.luck;
321    
322     /* Do spell paths now */
323     for (i = 1; i < NRSPELLPATHS; i++)
324     {
325     if (op->path_attuned & (1 << i))
326     enc++;
327     else if (op->path_denied & (1 << i))
328     enc -= 2;
329     else if (op->path_repelled & (1 << i))
330     enc--;
331     }
332    
333     if (QUERY_FLAG (op, FLAG_LIFESAVE))
334     enc += 5;
335     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
336     enc += 3;
337     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
338     enc += 2;
339     if (QUERY_FLAG (op, FLAG_STEALTH))
340     enc += 1;
341     if (QUERY_FLAG (op, FLAG_XRAYS))
342     enc += 2;
343     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
344     enc += 1;
345     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
346     enc += 1;
347 elmex 1.1
348 root 1.4 return get_power_from_ench (enc);
349 elmex 1.1 }
350    
351     /* returns the typedata that has a number equal to itemtype, if there
352     * isn't one, returns NULL */
353 root 1.4 const typedata *
354     get_typedata (int itemtype)
355     {
356     int i;
357    
358     for (i = 0; i < item_types_size; i++)
359     if (item_types[i].number == itemtype)
360     return &item_types[i];
361     return NULL;
362 elmex 1.1 }
363    
364     /* returns the typedata that has a name equal to itemtype, if there
365     * isn't one, return the plural name that matches, if there still isn't
366     * one return NULL */
367 root 1.4 const typedata *
368     get_typedata_by_name (const char *name)
369     {
370     int i;
371    
372     for (i = 0; i < item_types_size; i++)
373     if (!strcmp (item_types[i].name, name))
374     return &item_types[i];
375     for (i = 0; i < item_types_size; i++)
376     if (!strcmp (item_types[i].name_pl, name))
377     {
378     LOG (llevInfo,
379     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
380     return &item_types[i];
381     }
382     return NULL;
383 elmex 1.1 }
384 root 1.4
385 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
386     * returns a static array of the description. This can return
387     * a big buffer.
388     * if newline is true, we don't put parens around the description
389     * but do put a newline at the end. Useful when dumping to files
390     */
391 root 1.25 const char *
392 root 1.4 describe_resistance (const object *op, int newline)
393 elmex 1.1 {
394 root 1.4 static char buf[VERY_BIG_BUF];
395     char buf1[VERY_BIG_BUF];
396     int tmpvar;
397    
398     buf[0] = 0;
399     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400     {
401     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
402     {
403     if (!newline)
404     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
405     else
406     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 elmex 1.1
408 root 1.4 strcat (buf, buf1);
409     }
410 elmex 1.1 }
411 root 1.4 return buf;
412 elmex 1.1 }
413    
414    
415     /*
416     * query_weight(object) returns a character pointer to a static buffer
417     * containing the text-representation of the weight of the given object.
418     * The buffer will be overwritten by the next call to query_weight().
419     */
420 root 1.25 const char *
421 root 1.4 query_weight (const object *op)
422     {
423 elmex 1.1 static char buf[10];
424 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
425 elmex 1.1
426 root 1.4 if (op->weight < 0)
427 elmex 1.1 return " ";
428 root 1.25
429 root 1.4 if (i % 1000)
430     sprintf (buf, "%6.1f", i / 1000.0);
431 elmex 1.1 else
432 root 1.4 sprintf (buf, "%4d ", i / 1000);
433 root 1.25
434 elmex 1.1 return buf;
435     }
436    
437     /*
438     * Returns the pointer to a static buffer containing
439     * the number requested (of the form first, second, third...)
440     */
441 root 1.25 const char *
442 root 1.4 get_levelnumber (int i)
443     {
444 elmex 1.1 static char buf[MAX_BUF];
445 root 1.4
446     if (i > 99)
447     {
448     sprintf (buf, "%d.", i);
449     return buf;
450     }
451 root 1.25
452 root 1.4 if (i < 21)
453 elmex 1.1 return levelnumbers[i];
454 root 1.4 if (!(i % 10))
455     return levelnumbers_10[i / 10];
456 root 1.25
457 root 1.4 strcpy (buf, numbers_10[i / 10]);
458     strcat (buf, levelnumbers[i % 10]);
459 elmex 1.1 return buf;
460     }
461    
462     /*
463     * get_number(integer) returns the text-representation of the given number
464     * in a static buffer. The buffer might be overwritten at the next
465     * call to get_number().
466     * It is currently only used by the query_name() function.
467     */
468 root 1.25 const char *
469 root 1.4 get_number (int i)
470     {
471     if (i <= 20)
472 elmex 1.1 return numbers[i];
473 root 1.4 else
474     {
475     static char buf[MAX_BUF];
476    
477     sprintf (buf, "%d", i);
478     return buf;
479     }
480 elmex 1.1 }
481    
482     /*
483     * Returns pointer to static buffer containing ring's or amulet's
484     * abilities
485     * These are taken from old query_name(), but it would work better
486     * if describle_item() would be called to get this information and
487     * caller would handle FULL_RING_DESCRIPTION definition.
488     * Or make FULL_RING_DESCRIPTION standard part of a game and let
489     * client handle names.
490     */
491 root 1.4
492 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
493     * from stats.sp - b.t.
494     */
495 root 1.25 const char *
496 root 1.4 ring_desc (const object *op)
497 elmex 1.1 {
498 root 1.39 static dynbuf_text buf; buf.clear ();
499 root 1.4 int attr, val, len;
500 elmex 1.1
501 root 1.39 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
502     {
503     for (attr = 0; attr < NUM_STATS; attr++)
504     if ((val = op->stats.stat (attr)))
505     buf.printf ("(%s%+d)", short_stat_name[attr], val);
506 elmex 1.1
507 root 1.39 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
508     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
509     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
510     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
511    
512     buf << describe_resistance (op, 0);
513    
514     if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
515     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
516     if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
517     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
518     if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
519    
520     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
521     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
522     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
523     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
524    
525     buf.add_paths ("Attuned" , op->path_attuned);
526     buf.add_paths ("Repelled", op->path_repelled);
527     buf.add_paths ("Denied" , op->path_denied);
528 root 1.4
529 root 1.39 if (buf.empty ())
530     buf << "of adornment";
531 root 1.4 }
532 root 1.27
533 root 1.4 return buf;
534 elmex 1.1 }
535    
536     /*
537     * query_short_name(object) is similar to query_name, but doesn't
538     * contain any information about object status (worn/cursed/etc.)
539     */
540 root 1.4 const char *
541     query_short_name (const object *op)
542 elmex 1.1 {
543 root 1.42 if (op->name == 0)
544 root 1.4 return "(null)";
545 root 1.5
546 root 1.42 if (!op->nrof
547     && !op->weight
548     && !op->title
549     && !is_magical (op)
550     && op->slaying != shstr_money)
551 root 1.4 return op->name; /* To speed things up (or make things slower?) */
552    
553 root 1.42 static dynbuf_text buf; buf.clear ();
554    
555 root 1.39 buf << (op->nrof <= 1 ? op->name : op->name_pl);
556 root 1.4
557     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
558 root 1.39 buf << ' ' << op->title;
559 elmex 1.1
560 root 1.4 switch (op->type)
561     {
562 root 1.39 case SPELLBOOK:
563     case SCROLL:
564     case WAND:
565     case ROD:
566     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
567     {
568     if (!op->title)
569     buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
570    
571     if (op->type != SPELLBOOK)
572     buf.printf (" (lvl %d)", op->level);
573     }
574     break;
575    
576 root 1.42 case ALTAR:
577     case TRIGGER_ALTAR:
578     case IDENTIFY_ALTAR:
579 root 1.43 case CONVERTER:
580 root 1.42 if (op->slaying == shstr_money)
581     {
582     bool wrap = !!buf.size ();
583    
584     if (wrap) buf << " [";
585    
586     archetype *coin = 0;
587    
588     for (char const *const *c = coins; *coins; ++c)
589     if ((coin = archetype::find (*c)))
590     if (op->stats.food % coin->value == 0)
591     break;
592    
593     sint32 coins = op->stats.food / coin->value;
594    
595 root 1.44 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
596 root 1.42
597     if (wrap) buf << ']';
598     }
599     break;
600    
601 root 1.39 case SKILL:
602     case AMULET:
603     case RING:
604     if (!op->title)
605     {
606     /* If ring has a title, full description isn't so useful */
607     const char *s = ring_desc (op);
608 elmex 1.1
609 root 1.39 if (s && *s)
610     buf << " " << s;
611     }
612     break;
613 root 1.42
614 root 1.39 default:
615     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
616     buf.printf (" %+d", op->magic);
617 elmex 1.1 }
618 root 1.39
619 root 1.4 return buf;
620 elmex 1.1 }
621    
622     /*
623     * query_name(object) returns a character pointer pointing to a static
624     * buffer which contains a verbose textual representation of the name
625     * of the given object.
626     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
627     * you can make several calls to query_name before the bufs start getting
628     * overwritten. This may be a bad thing (it may be easier to assume the value
629     * returned is good forever.) However, it makes printing statements that
630     * use several names much easier (don't need to store them to temp variables.)
631     *
632     */
633 root 1.25 const char *
634 root 1.4 query_name (const object *op)
635     {
636 root 1.39 int len = 0;
637     static dynbuf_text bufs[5];
638 root 1.4 static int use_buf = 0;
639 elmex 1.1
640 root 1.4 use_buf++;
641     use_buf %= 5;
642 elmex 1.1
643 root 1.39 dynbuf_text &buf = bufs [use_buf];
644     buf.clear ();
645    
646 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
647 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
648     buf << mt->description << ' ';
649 elmex 1.1
650 root 1.39 buf << query_short_name (op);
651 elmex 1.1
652 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
653 root 1.39 buf << " *";
654 root 1.4 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
655 root 1.39 buf << " (open)";
656 root 1.4
657     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
658     {
659     if (QUERY_FLAG (op, FLAG_DAMNED))
660 root 1.39 buf << " (damned)";
661 root 1.4 else if (QUERY_FLAG (op, FLAG_CURSED))
662 root 1.39 buf << " (cursed)";
663 root 1.4 }
664 root 1.23
665 root 1.4 /* Basically, if the object is known magical (detect magic spell on it),
666     * and it isn't identified, print out the fact that
667     * it is magical. Assume that the detect magical spell will only set
668     * KNOWN_MAGICAL if the item actually is magical.
669     *
670     * Changed in V 0.91.4 - still print that the object is magical even
671     * if it has been applied. Equipping an item does not tell full
672     * abilities, especially for artifact items.
673     */
674     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
675 root 1.39 buf << " (magic)";
676 elmex 1.1
677     #if 0
678 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
679     * be returned in the name.
680     */
681     if (op->item_power)
682     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
683 elmex 1.1
684     #endif
685    
686 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
687     {
688     switch (op->type)
689     {
690 root 1.23 case BOW:
691     case WAND:
692     case ROD:
693     case HORN:
694 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
695 root 1.23 break;
696     case WEAPON:
697 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
698 root 1.23 break;
699     case ARMOUR:
700     case HELMET:
701     case SHIELD:
702     case RING:
703     case BOOTS:
704     case GLOVES:
705     case AMULET:
706     case GIRDLE:
707     case BRACERS:
708     case CLOAK:
709 root 1.39 buf << " (worn)";
710 root 1.23 break;
711     case CONTAINER:
712 root 1.39 buf << " (active)";
713 root 1.23 break;
714     case SKILL:
715     default:
716 root 1.39 buf << " (applied)";
717 root 1.2 }
718 elmex 1.1 }
719 root 1.23
720 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
721 root 1.39 buf << " (unpaid)";
722 elmex 1.1
723 root 1.39 return buf;
724 elmex 1.1 }
725    
726     /*
727     * query_base_name(object) returns a character pointer pointing to a static
728     * buffer which contains a verbose textual representation of the name
729     * of the given object. The buffer will be overwritten at the next
730     * call to query_base_name(). This is a lot like query_name, but we
731     * don't include the item count or item status. Used for inventory sorting
732     * and sending to client.
733     * If plural is set, we generate the plural name of this.
734     */
735 root 1.4 const char *
736     query_base_name (const object *op, int plural)
737     {
738     if ((!plural && !op->name) || (plural && !op->name_pl))
739     return "(null)";
740 elmex 1.1
741 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
742     return op->name; /* To speed things up (or make things slower?) */
743 elmex 1.1
744 root 1.39 static dynbuf_text buf; buf.clear ();
745    
746 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
747 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
748     if (op->arch->materialname != mt->name)
749     buf << mt->description << ' ';
750 root 1.20
751 root 1.39 buf << (plural ? op->name_pl : op->name);
752 elmex 1.1
753 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
754 root 1.39 buf << ' ' << op->title;
755 elmex 1.1
756 root 1.4 switch (op->type)
757     {
758 root 1.20 case SPELLBOOK:
759     case SCROLL:
760     case WAND:
761     case ROD:
762     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
763     {
764     if (!op->title)
765 root 1.39 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
766    
767 root 1.20 if (op->type != SPELLBOOK)
768 root 1.39 buf.printf (" (lvl %d)", op->level);
769 root 1.20 }
770     break;
771 elmex 1.1
772    
773 root 1.20 case SKILL:
774     case AMULET:
775     case RING:
776     if (!op->title)
777     {
778     /* If ring has a title, full description isn't so useful */
779 root 1.25 const char *s = ring_desc (op);
780 root 1.4
781 root 1.39 if (s && *s)
782     buf << ' ' << s;
783 root 1.20 }
784     break;
785 root 1.29
786 root 1.20 default:
787     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
788 root 1.39 buf.printf (" %+d", op->magic);
789 elmex 1.1 }
790 root 1.20
791 root 1.4 return buf;
792 elmex 1.1 }
793    
794     /* Break this off from describe_item - that function was way
795     * too long, making it difficult to read. This function deals
796     * with describing the monsters & players abilities. It should only
797     * be called with monster & player objects. Returns a description
798     * in a static buffer.
799     */
800 root 1.39 static const char *
801 root 1.4 describe_monster (const object *op)
802     {
803 root 1.39 static dynbuf_text buf; buf.clear ();
804 root 1.4
805     /* Note that the resolution this provides for players really isn't
806     * very good. Any player with a speed greater than .67 will
807     * fall into the 'lightning fast movement' category.
808     */
809 elmex 1.16 if (op->has_active_speed ())
810 root 1.39 switch ((int) ((FABS (op->speed)) * 15))
811     {
812     case 0:
813     buf << "(very slow movement";
814     break;
815     case 1:
816     buf << "(slow movement)";
817     break;
818     case 2:
819     buf << "(normal movement)";
820     break;
821     case 3:
822     case 4:
823     buf << "(fast movement)";
824     break;
825     case 5:
826     case 6:
827     buf << "(very fast movement)";
828     break;
829     case 7:
830     case 8:
831     case 9:
832     case 10:
833     buf << "(extremely fast movement)";
834     break;
835     default:
836     buf << "(lightning fast movement)";
837     break;
838     }
839    
840     if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
841     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
842     if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
843     if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
844     if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
845     if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
846     if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
847     if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
848     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
849     if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
850     if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
851     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
852     if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
853     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
854    
855     if (op->randomitems)
856 root 1.4 {
857 root 1.39 bool first = 1;
858 root 1.4
859 root 1.39 for (treasure *t = op->randomitems->items; t; t = t->next)
860 root 1.37 if (t->item && t->item->type == SPELL)
861 root 1.4 {
862     if (first)
863 root 1.39 buf << "(Spell abilities:)";
864    
865     first = 0;
866    
867     buf << '(' << t->item->object::name << ')';
868 root 1.4 }
869     }
870 root 1.39
871 root 1.4 if (op->type == PLAYER)
872     {
873     if (op->contr->digestion)
874 root 1.39 buf.printf ("(sustenance%+d)", op->contr->digestion);
875    
876 root 1.4 if (op->contr->gen_grace)
877 root 1.39 buf.printf ("(grace%+d)", op->contr->gen_grace);
878    
879 root 1.4 if (op->contr->gen_sp)
880 root 1.39 buf.printf ("(magic%+d)", op->contr->gen_sp);
881    
882 root 1.4 if (op->contr->gen_hp)
883 root 1.39 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
884    
885 root 1.4 if (op->stats.luck)
886 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
887 elmex 1.1 }
888 root 1.4
889     /* describe attacktypes */
890     if (is_dragon_pl (op))
891     {
892     /* for dragon players display the attacktypes from clawing skill
893     * Break apart the for loop - move the comparison checking down -
894     * this makes it more readable.
895     */
896     object *tmp;
897    
898 root 1.39 for (tmp = op->inv; tmp; tmp = tmp->below)
899     if (tmp->type == SKILL && tmp->name == shstr_clawing)
900 root 1.4 break;
901    
902 root 1.39 if (tmp && tmp->attacktype)
903     buf.add_abilities ("Claws", tmp->attacktype);
904 root 1.4 else
905 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
906 elmex 1.1 }
907 root 1.4 else
908 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
909 root 1.21
910 root 1.39 buf.add_paths ("Attuned" , op->path_attuned);
911     buf.add_paths ("Repelled", op->path_repelled);
912     buf.add_paths ("Denied" , op->path_denied);
913 root 1.22
914 root 1.39 for (int i = 0; i < NROFATTACKS; i++)
915 root 1.22 if (op->resist[i])
916 root 1.39 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
917 root 1.22
918 root 1.39 return buf;
919 elmex 1.1 }
920    
921     /*
922     * Returns a pointer to a static buffer which contains a
923     * description of the given object.
924     * If it is a monster, lots of information about its abilities
925     * will be returned.
926     * If it is an item, lots of information about which abilities
927     * will be gained about its user will be returned.
928     * If it is a player, it writes out the current abilities
929     * of the player, which is usually gained by the items applied.
930     * It would be really handy to actually pass another object
931     * pointer on who is examining this object. Then, you could reveal
932     * certain information depending on what the examiner knows, eg,
933     * wouldn't need to use the SEE_INVISIBLE flag to know it is
934     * a dragon player examining food. Could have things like
935     * a dwarven axe, in which the full abilities are only known to
936     * dwarves, etc.
937     *
938     * This function is really much more complicated than it should
939     * be, because different objects have different meanings
940     * for the same field (eg, wands use 'food' for charges). This
941     * means these special cases need to be worked out.
942     *
943     * Add 'owner' who is the person examining this object.
944     * owner can be null if no one is being associated with this
945     * item (eg, debug dump or the like)
946     */
947 root 1.25 const char *
948 root 1.4 describe_item (const object *op, object *owner)
949     {
950 root 1.39 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
951     return describe_monster (op);
952    
953     static dynbuf_text buf; buf.clear ();
954 root 1.4 int identified, i;
955    
956     /* figure this out once, instead of making multiple calls to need_identify.
957     * also makes the code easier to read.
958     */
959 root 1.39 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
960     if (!identified)
961     buf << "(unidentified)";
962    
963 root 1.4 switch (op->type)
964     {
965 root 1.39 case BOW:
966     case ARROW:
967     case WAND:
968     case ROD:
969     case HORN:
970     case WEAPON:
971     case ARMOUR:
972     case HELMET:
973     case SHIELD:
974     case BOOTS:
975     case GLOVES:
976     case GIRDLE:
977     case BRACERS:
978     case CLOAK:
979     case SKILL_TOOL:
980     break; /* We have more information to do below this switch */
981    
982     case POWER_CRYSTAL:
983     if (op->stats.maxsp > 1000)
984     { /*higher capacity crystals */
985     i = (op->stats.maxsp % 1000) / 100;
986    
987     if (i)
988     buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
989     else
990     buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
991     }
992     else
993     buf.printf ("(capacity %d). It is ", op->stats.maxsp);
994    
995     i = (op->stats.sp * 10) / op->stats.maxsp;
996     if (op->stats.sp == 0)
997     buf << "empty.";
998     else if (i == 0)
999     buf << "almost empty.";
1000     else if (i < 3)
1001     buf << "partially filled.";
1002     else if (i < 6)
1003     buf << "half full.";
1004     else if (i < 9)
1005     buf << "well charged.";
1006     else if (op->stats.sp == op->stats.maxsp)
1007     buf << "fully charged.";
1008     else
1009     buf << "almost full.";
1010     break;
1011    
1012     case FOOD:
1013     case FLESH:
1014     case DRINK:
1015     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1016     {
1017     buf.printf ("(food+%d)", op->stats.food);
1018    
1019     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1020     buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1021    
1022     if (!QUERY_FLAG (op, FLAG_CURSED))
1023     {
1024     if (op->stats.hp) buf << "(heals)";
1025     if (op->stats.sp) buf << "(spellpoint regen)";
1026     }
1027     else
1028     {
1029     if (op->stats.hp) buf << "(damages)";
1030     if (op->stats.sp) buf << "(spellpoint depletion)";
1031     }
1032     }
1033     break;
1034    
1035     case SKILL:
1036     case RING:
1037     case AMULET:
1038     if (op->item_power)
1039     buf.printf ("(item_power %+d)", op->item_power);
1040 root 1.2
1041 root 1.39 if (op->title)
1042     buf << ring_desc (op);
1043 root 1.2
1044 root 1.39 return buf;
1045 elmex 1.1
1046 root 1.39 default:
1047     return buf;
1048 elmex 1.1 }
1049    
1050 root 1.4 /* Down here, we more further describe equipment type items.
1051     * only describe them if they have been identified or the like.
1052     */
1053     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1054     {
1055     int attr, val;
1056    
1057     for (attr = 0; attr < NUM_STATS; attr++)
1058 root 1.39 if ((val = op->stats.stat (attr)))
1059     buf.printf ("(%s%+d)", short_stat_name[attr], val);
1060 root 1.2
1061 root 1.4 if (op->stats.exp)
1062 root 1.39 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1063    
1064     switch (op->type)
1065 root 1.4 {
1066 root 1.39 case BOW:
1067     case ARROW:
1068     case GIRDLE:
1069     case HELMET:
1070     case SHIELD:
1071     case BOOTS:
1072     case GLOVES:
1073     case WEAPON:
1074     case SKILL:
1075     case RING:
1076     case AMULET:
1077     case ARMOUR:
1078     case BRACERS:
1079     case FORCE:
1080     case CLOAK:
1081     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1082     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1083     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1084 root 1.2
1085 root 1.39 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1086     buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1087 root 1.2
1088 root 1.39 break;
1089 root 1.2
1090 root 1.39 default:
1091     break;
1092 root 1.2 }
1093 root 1.39
1094     if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1095     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1096 root 1.4
1097     /* levitate was what is was before, so we'll keep it */
1098 root 1.39 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1099     if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1100     if (op->move_type & MOVE_SWIM) buf << "(swim)";
1101 root 1.4
1102     /* walking is presumed as 'normal', so doesn't need mentioning */
1103    
1104     if (op->item_power)
1105 root 1.39 buf.printf ("(item_power %+d)", op->item_power);
1106 root 1.4 } /* End if identified or applied */
1107    
1108     /* This blocks only deals with fully identified object.
1109     * it is intentional that this is not an 'else' from a above -
1110     * in this way, information is added.
1111     */
1112     if (identified)
1113     {
1114     int more_info = 0;
1115    
1116     switch (op->type)
1117     {
1118 root 1.39 case ROD: /* These use stats.sp for spell selection and stats.food */
1119     case HORN: /* and stats.hp for spell-point regeneration... */
1120     case BOW:
1121     case ARROW:
1122     case WAND:
1123     case FOOD:
1124     case FLESH:
1125     case DRINK:
1126     more_info = 0;
1127     break;
1128    
1129     /* Armor type objects */
1130     case ARMOUR:
1131     case HELMET:
1132     case SHIELD:
1133     case BOOTS:
1134     case GLOVES:
1135     case GIRDLE:
1136     case BRACERS:
1137     case CLOAK:
1138     if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1139     if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1140     more_info = 1;
1141     break;
1142 root 1.4
1143 root 1.39 case WEAPON:
1144     /* Calculate it the same way fix_player does so the results
1145     * make sense.
1146     */
1147     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1148     if (i < 0)
1149     i = 0;
1150    
1151     buf.printf ("(weapon speed %d)", i);
1152     more_info = 1;
1153     break;
1154 root 1.4 }
1155 root 1.39
1156 root 1.4 if (more_info)
1157     {
1158 root 1.39 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1159     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1160     if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1161     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1162 root 1.2 }
1163    
1164 root 1.4 if (op->stats.luck)
1165 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
1166    
1167     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1168     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1169     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1170     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1171    
1172     if (op->slaying && op->type != FOOD)
1173     buf.printf ("(slay %s)", &op->slaying);
1174    
1175     buf.add_abilities ("Attacks", op->attacktype);
1176 root 1.4 /* resistance on flesh is only visible for quetzals. If
1177     * non flesh, everyone can see its resistances
1178     */
1179     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1180 root 1.39 buf << describe_resistance (op, 0);
1181    
1182     buf.add_paths ("Attuned", op->path_attuned);
1183     buf.add_paths ("Repelled", op->path_repelled);
1184     buf.add_paths ("Denied", op->path_denied);
1185 elmex 1.1 }
1186    
1187 root 1.39 return buf;
1188 elmex 1.1 }
1189    
1190 root 1.26 std::string
1191     object::describe_item (object *who)
1192     {
1193     return std::string (::describe_item (this, who));
1194     }
1195    
1196 root 1.40 void
1197     examine (object *op, object *tmp)
1198     {
1199 root 1.45 std::string info = tmp->describe (op);
1200     op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1201 root 1.40 }
1202    
1203     /*
1204     * inventory prints object's inventory. If inv==NULL then print player's
1205     * inventory.
1206     * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1207     */
1208     const char *
1209     object::query_inventory (object *who, const char *indent)
1210     {
1211     static dynbuf_text buf; buf.clear ();
1212    
1213     for (object *tmp = inv; tmp; tmp = tmp->below)
1214     if (who && QUERY_FLAG (who, FLAG_WIZ))
1215     buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1216     else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1217     buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1218    
1219     if (buf.size ())
1220     buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1221     else
1222     buf.printf ("%s(empty)\n", indent);
1223    
1224     return buf;
1225     }
1226    
1227 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1228     * increases/decreases any abilities, provides a resistance,
1229     * has a generic magical bonus, or is an artifact.
1230     * This function is used by detect_magic to determine if an item
1231     * should be marked as magical.
1232     */
1233 root 1.4 int
1234     is_magical (const object *op)
1235     {
1236     int i;
1237 elmex 1.1
1238 root 1.4 /* living creatures are considered non magical */
1239     if (QUERY_FLAG (op, FLAG_ALIVE))
1240     return 0;
1241 elmex 1.1
1242 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1243     if (op->title != NULL)
1244     return 1;
1245    
1246     /* Handle rings and amulets specially. If they change any of these
1247     * values, it means they are magical.
1248     */
1249     if ((op->type == AMULET || op->type == RING) &&
1250     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1251     return 1;
1252    
1253     /* Check for stealty, speed, flying, or just plain magic in the boots */
1254     /* Presume any boots that hvae a move_type are special. */
1255     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1256     return 1;
1257    
1258     /* Take care of amulet/shield that reflects spells/missiles */
1259     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1260     return 1;
1261    
1262     /* Take care of helmet of xrays */
1263     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1264     return 1;
1265    
1266     /* Potions & rods are always magical. Wands/staves are also magical,
1267     * assuming they still have any charges left.
1268     */
1269     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1270     return 1;
1271    
1272     /* if something gives a protection, either positive or negative, its magical */
1273     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1274     * so this always works out fine.
1275     */
1276     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1277     if (op->resist[i])
1278     return 1;
1279    
1280     /* Physical protection is expected on some item types, so they should
1281     * not be considered magical.
1282     */
1283     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1284     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1285     return 1;
1286    
1287     /* power crystal, spellbooks, and scrolls are always magical. */
1288     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1289     return 1;
1290    
1291     /* Check to see if it increases/decreases any stats */
1292     for (i = 0; i < NUM_STATS; i++)
1293 root 1.33 if (op->stats.stat (i))
1294 root 1.4 return 1;
1295    
1296     /* If it doesn't fall into any of the above categories, must
1297     * be non magical.
1298     */
1299     return 0;
1300 elmex 1.1 }
1301    
1302     /* need_identify returns true if the item should be identified. This
1303     * function really should not exist - by default, any item not identified
1304     * should need it.
1305     */
1306    
1307 root 1.4 int
1308     need_identify (const object *op)
1309     {
1310     switch (op->type)
1311     {
1312 root 1.33 case RING:
1313     case WAND:
1314     case ROD:
1315     case HORN:
1316     case SCROLL:
1317     case SKILL:
1318     case SKILLSCROLL:
1319     case SPELLBOOK:
1320     case FOOD:
1321     case POTION:
1322     case BOW:
1323     case ARROW:
1324     case WEAPON:
1325     case ARMOUR:
1326     case SHIELD:
1327     case HELMET:
1328     case AMULET:
1329     case BOOTS:
1330     case GLOVES:
1331     case BRACERS:
1332     case GIRDLE:
1333     case CONTAINER:
1334     case DRINK:
1335     case FLESH:
1336     case INORGANIC:
1337     case CLOSE_CON:
1338     case CLOAK:
1339     case GEM:
1340     case POWER_CRYSTAL:
1341     case POISON:
1342     case BOOK:
1343     case SKILL_TOOL:
1344     return 1;
1345 elmex 1.1 }
1346 root 1.33
1347 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1348     * archetype file can be updated, and this function removed.
1349     */
1350 elmex 1.1 #if 0
1351 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1352 elmex 1.1 #endif
1353 root 1.4 return 0;
1354 elmex 1.1 }
1355    
1356     /*
1357     * Supposed to fix face-values as well here, but later.
1358     */
1359 root 1.4 void
1360     identify (object *op)
1361     {
1362     object *pl;
1363 elmex 1.1
1364 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1365     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1366     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1367    
1368     /*
1369     * We want autojoining of equal objects:
1370     */
1371     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1372     SET_FLAG (op, FLAG_KNOWN_CURSED);
1373    
1374     if (op->type == POTION)
1375     {
1376     if (op->inv && op->randomitems)
1377     op->title = op->inv->name;
1378     else if (op->arch)
1379     {
1380 root 1.37 op->name = op->arch->object::name;
1381     op->name_pl = op->arch->object::name_pl;
1382 root 1.4 }
1383 elmex 1.1 }
1384    
1385 root 1.4 /* If the object is on a map, make sure we update its face */
1386     if (op->map)
1387 root 1.24 update_object (op, UP_OBJ_CHANGE);
1388 root 1.4 else
1389     {
1390 root 1.9 pl = op->in_player ();
1391 root 1.4 if (pl)
1392     /* A lot of the values can change from an update - might as well send
1393     * it all.
1394     */
1395     esrv_send_item (pl, op);
1396 elmex 1.1 }
1397     }
1398 root 1.9