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/cvs/deliantra/server/common/item.C
Revision: 1.5
Committed: Tue Sep 12 18:15:34 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +2 -1 lines
Log Message:
- introduce shstr_cmp for mass comparisons to shstr and make use of it
- introduce assign utility function to replace strncpy

File Contents

# User Rev Content
1 root 1.4
2 elmex 1.1 /*
3     * static char *rcsid_item_c =
4 root 1.5 * "$Id: item.C,v 1.4 2006-09-10 16:00:23 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #include <funcpoint.h>
32     #include <living.h>
33     #include <spells.h>
34    
35     /* the ordering of this is actually doesn't make a difference
36     * However, for ease of use, new entries should go at the end
37     * so those people that debug the code that get used to something
38     * being in the location 4 don't get confused.
39     *
40     * The ordering in save_name, use_name, nonuse_name.
41     * save_name is the name used to load/save it from files. It should
42     * match that of the doc/Developers/objects. The only
43     * real limitation is that it shouldn't have spaces or other characters
44     * that may mess up the match code. It must also start with body_
45     * use_name is how we describe the location if we can use it.
46     * nonuse_name is how we describe it if we can't use it. I think
47     * the values below will make it pretty clear how those work out
48     * They are basically there to make life a little easier - if a character
49     * examines an item and it says it goes on 'your arm', its pretty clear
50     * they can use it. See the last sample (commented out) for a dragon
51     * Note that using the term 'human' may not be very accurate, humanoid
52     * may be better.
53     * Basically, for the use/nonuse, the code does something like:
54     * "This item goes %s\n", with the use/nonuse values filling in the %s
55     */
56     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 root 1.4 {"body_range", "in your range slot", "in a human's range slot"}
58     ,
59     {"body_arm", "on your arm", "on a human's arm"}
60     ,
61     {"body_torso", "on your body", "on a human's torso"}
62     ,
63     {"body_head", "on your head", "on a human's head"}
64     ,
65     {"body_neck", "around your neck", "around a humans neck"}
66     ,
67     {"body_skill", "in your skill slot", "in a human's skill slot"}
68     ,
69     {"body_finger", "on your finger", "on a human's finger"}
70     ,
71     {"body_shoulder", "around your shoulders", "around a human's shoulders"}
72     ,
73     {"body_foot", "on your feet", "on a human's feet"}
74     ,
75     {"body_hand", "on your hands", "on a human's hands"}
76     ,
77     {"body_wrist", "around your wrists", "around a human's wrist"}
78     ,
79     {"body_waist", "around your waist", "around a human's waist"}
80     ,
81 elmex 1.1
82     /*{"body_dragon_torso", "your body", "a dragon's body"} */
83     };
84    
85     static char numbers[21][20] = {
86 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
87     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
88     "eighteen", "nineteen", "twenty"
89 elmex 1.1 };
90    
91     static char numbers_10[10][20] = {
92 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
93     "eighty", "ninety"
94 elmex 1.1 };
95    
96     static char levelnumbers[21][20] = {
97 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
98 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
99     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
100     "nineteen", "twentieth"
101     };
102    
103     static char levelnumbers_10[11][20] = {
104 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
105     "seventieth", "eightieth", "ninetieth"
106 elmex 1.1 };
107    
108     /* The following is a large table of item types, the fields are:
109     * item number, item name, item name (plural), and two numbers that are the skills
110     * used to identify them. Anytime a new item type is added or removed, this list
111     * should be altered to reflect that. The defines for the numerical values are in
112     * define.h
113     */
114     static const typedata item_types[] = {
115 root 1.4 {PLAYER, "player", "players", 0, 0},
116     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
117     {TREASURE, "treasure", "treasure", 0, 0},
118     {POTION, "potion", "potions", SK_ALCHEMY, 0},
119     {FOOD, "food", "food", SK_WOODSMAN, 0},
120     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121     {BOOK, "book", "books", SK_LITERACY, 0},
122     {CLOCK, "clock", "clocks", 0, 0},
123     {LIGHTNING, "lightning", "lightning", 0, 0},
124     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125     {BOW, "bow", "bows", SK_BOWYER, 0},
126     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128     {PEDESTAL, "pedestal", "pedestals", 0, 0},
129     {ALTAR, "altar", "altars", 0, 0},
130     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
131     {SPECIAL_KEY, "special key", "special keys", 0, 0},
132     {MAP, "map", "maps", 0, 0},
133     {DOOR, "door", "doors", 0, 0},
134     {KEY, "key", "keys", 0, 0},
135     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
136     {TRIGGER, "trigger", "triggers", 0, 0},
137     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
138     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
139     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
140     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
141     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
142     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
143     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
144     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
145     {MONEY, "money", "money", 0, 0},
146     {CLASS, "class", "classes", 0, 0},
147     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
148     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149     {PLAYERMOVER, "player mover", "player movers", 0, 0},
150     {TELEPORTER, "teleporter", "teleporters", 0, 0},
151     {CREATOR, "creator", "creators", 0, 0},
152     {SKILL, "skill", "skills", 0, 0},
153     {EXPERIENCE, "experience", "experience", 0, 0},
154     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155     {GOLEM, "golem", "golems", 0, 0},
156     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157     {BLINDNESS, "blindness", "blindness", 0, 0},
158     {GOD, "god", "gods", 0, 0},
159     {DETECTOR, "detector", "detectors", 0, 0},
160     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
161     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
162     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
163     {MARKER, "marker", "markers", 0, 0},
164     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
165     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
166     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
167     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
168     {GEM, "gem", "gems", SK_JEWELER, 0},
169     {FIREWALL, "firewall", "firewalls", 0, 0},
170     {ANVIL, "anvil", "anvils", 0, 0},
171     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
172     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
173     {EXIT, "exit", "exits", 0, 0},
174     {ENCOUNTER, "encounter", "encounters", 0, 0},
175     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
176     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
177     {RING, "ring", "rings", SK_JEWELER, 0},
178     {FLOOR, "floor", "floors", 0, 0},
179     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182     {LIGHTER, "lighter", "lighters", 0, 0},
183     {TRAP_PART, "trap part", "trap parts", 0, 0},
184     {WALL, "wall", "walls", 0, 0},
185     {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186     {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187     {MONSTER, "monster", "monsters", 0, 0},
188     {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189     {LAMP, "lamp", "lamps", 0, 0},
190     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191     {TOOL, "tool", "tools", 0, 0},
192     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193     {BUILDFAC, "building facility", "building facilities", 0, 0},
194     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195     {SPINNER, "spinner", "spinners", 0, 0},
196     {GATE, "gate", "gates", 0, 0},
197     {BUTTON, "button", "buttons", 0, 0},
198     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
199     {HOLE, "hole", "holes", 0, 0},
200     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
201     {SIGN, "sign", "signs", 0, 0},
202     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
203     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
204     {SPELL, "spell", "spells", 0, 0},
205     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206     {CONVERTER, "converter", "converters", 0, 0},
207     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208     {POISONING, "poisoning", "poisonings", 0, 0},
209     {SAVEBED, "savebed", "savebeds", 0, 0},
210     {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211     {FIREHOLES, "fireholes", "fireholes", 0, 0},
212     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214     {DIRECTOR, "director", "directors", 0, 0},
215     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216     {FORCE, "force", "forces", 0, 0},
217     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
218     {CLOSE_CON, "closed container", "closed container", 0, 0},
219     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
220     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
221     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
222     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
223     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
224     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
225     {MENU, "inventory list", "inventory lists", 0, 0},
226     {RUNE, "rune", "runes", 0, 0},
227     {TRAP, "trap", "traps", 0, 0},
228     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
229     {CORPSE, "corpse", "corpses", 0, 0},
230     {DISEASE, "disease", "diseases", 0, 0},
231     {SYMPTOM, "symptom", "symptoms", 0, 0},
232     {BUILDER, "item builder", "item builders", 0, 0},
233     {MATERIAL, "building material", "building materials", 0, 0},
234     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
235 elmex 1.1 };
236    
237 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
238 elmex 1.1
239     materialtype_t *materialt;
240    
241     /*
242     materialtype material[NROFMATERIALS] = {
243     * P M F E C C A D W G P S P T F C D D C C G H B I *
244     * H A I L O O C R E H O L A U E A E E H O O O L N *
245     * Y G R E L N I A A O I O R R A N P A A U D L I T *
246     * S I E C D F D I P S S W A N R C L T O N Y N R *
247     * I C T U N O T O L E E H S T P D N *
248     {"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}},
249     {"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}},
250     {"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}},
251     {"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}},
252     {"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}},
253     {"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}},
254     {"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}},
255     {"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}},
256     {"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}},
257     {"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}},
258     {"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}},
259     {"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}},
260     {"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}}
261     };
262     */
263    
264     /* This curve may be too steep. But the point is that there should
265     * be tough choices - there is no real point to this if everyone can
266     * wear whatever they want with no worries. Perhaps having the steep
267     * curve is good (maybe even steeper), but allowing players to
268     * have 2 * level instead. Ideally, top level characters should only be
269     * able to use 2-3 of the most powerful items.
270     * note that this table is only really used for program generated items -
271     * custom objects can use whatever they want.
272     */
273     static int enc_to_item_power[21] = {
274 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
275     5, 7, 9, 11, 13, /* 10 */
276     15, 18, 21, 24, 27, /* 15 */
277     30, 35, 40, 45, 50 /* 20 */
278 elmex 1.1 };
279    
280 root 1.4 int
281     get_power_from_ench (int ench)
282 elmex 1.1 {
283 root 1.4 if (ench < 0)
284     ench = 0;
285     if (ench > 20)
286     ench = 20;
287     return enc_to_item_power[ench];
288 elmex 1.1 }
289    
290     /* This takes an object 'op' and figures out what its item_power
291     * rating should be. This should only really be used by the treasure
292     * generation code, and when loading legacy objects. It returns
293     * the item_power it calculates.
294     * If flag is 1, we return the number of enchantment, and not the
295     * the power. This is used in the treasure code.
296     */
297 root 1.4 int
298     calc_item_power (const object *op, int flag)
299 elmex 1.1 {
300 root 1.4 int i, tmp, enc;
301 elmex 1.1
302 root 1.4 enc = 0;
303     for (i = 0; i < NUM_STATS; i++)
304     enc += get_attr_value (&op->stats, i);
305    
306     /* This protection logic is pretty flawed. 20% fire resistance
307     * is much more valuable than 20% confusion, or 20% slow, or
308     * several others. Start at 1 - ignore physical - all that normal
309     * armour shouldn't be counted against
310     */
311     tmp = 0;
312     for (i = 1; i < NROFATTACKS; i++)
313     tmp += op->resist[i];
314    
315     /* Add/substract 10 so that the rounding works out right */
316     if (tmp > 0)
317     enc += (tmp + 10) / 20;
318     else if (tmp < 0)
319     enc += (tmp - 10) / 20;
320    
321     enc += op->magic;
322    
323     /* For each attacktype a weapon has, one more encantment. Start at 1 -
324     * physical doesn't count against total.
325     */
326     if (op->type == WEAPON)
327     {
328     for (i = 1; i < NROFATTACKS; i++)
329     if (op->attacktype & (1 << i))
330     enc++;
331     if (op->slaying)
332     enc += 2; /* What it slays is probably more relevent */
333     }
334     /* Items the player can equip */
335     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336     (op->type == SHIELD) || (op->type == RING) ||
337     (op->type == BOOTS) || (op->type == GLOVES) ||
338     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
339     {
340     enc += op->stats.food; /* sustenance */
341     enc += op->stats.hp; /* hp regen */
342     enc += op->stats.sp; /* mana regen */
343     enc += op->stats.grace; /* grace regen */
344     enc += op->stats.exp; /* speed bonus */
345     }
346     enc += op->stats.luck;
347    
348     /* Do spell paths now */
349     for (i = 1; i < NRSPELLPATHS; i++)
350     {
351     if (op->path_attuned & (1 << i))
352     enc++;
353     else if (op->path_denied & (1 << i))
354     enc -= 2;
355     else if (op->path_repelled & (1 << i))
356     enc--;
357     }
358    
359     if (QUERY_FLAG (op, FLAG_LIFESAVE))
360     enc += 5;
361     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
362     enc += 3;
363     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
364     enc += 2;
365     if (QUERY_FLAG (op, FLAG_STEALTH))
366     enc += 1;
367     if (QUERY_FLAG (op, FLAG_XRAYS))
368     enc += 2;
369     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370     enc += 1;
371     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372     enc += 1;
373 elmex 1.1
374 root 1.4 return get_power_from_ench (enc);
375 elmex 1.1
376     }
377    
378     /* returns the typedata that has a number equal to itemtype, if there
379     * isn't one, returns NULL */
380    
381 root 1.4 const typedata *
382     get_typedata (int itemtype)
383     {
384     int i;
385    
386     for (i = 0; i < item_types_size; i++)
387     if (item_types[i].number == itemtype)
388     return &item_types[i];
389     return NULL;
390 elmex 1.1 }
391    
392     /* returns the typedata that has a name equal to itemtype, if there
393     * isn't one, return the plural name that matches, if there still isn't
394     * one return NULL */
395    
396 root 1.4 const typedata *
397     get_typedata_by_name (const char *name)
398     {
399     int i;
400    
401     for (i = 0; i < item_types_size; i++)
402     if (!strcmp (item_types[i].name, name))
403     return &item_types[i];
404     for (i = 0; i < item_types_size; i++)
405     if (!strcmp (item_types[i].name_pl, name))
406     {
407     LOG (llevInfo,
408     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
409     return &item_types[i];
410     }
411     return NULL;
412 elmex 1.1 }
413 root 1.4
414 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
415     * returns a static array of the description. This can return
416     * a big buffer.
417     * if newline is true, we don't put parens around the description
418     * but do put a newline at the end. Useful when dumping to files
419     */
420 root 1.4 char *
421     describe_resistance (const object *op, int newline)
422 elmex 1.1 {
423 root 1.4 static char buf[VERY_BIG_BUF];
424     char buf1[VERY_BIG_BUF];
425     int tmpvar;
426    
427     buf[0] = 0;
428     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
429     {
430     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
431     {
432     if (!newline)
433     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
434     else
435     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
436 elmex 1.1
437 root 1.4 strcat (buf, buf1);
438     }
439 elmex 1.1 }
440 root 1.4 return buf;
441 elmex 1.1 }
442    
443    
444     /*
445     * query_weight(object) returns a character pointer to a static buffer
446     * containing the text-representation of the weight of the given object.
447     * The buffer will be overwritten by the next call to query_weight().
448     */
449    
450 root 1.4 char *
451     query_weight (const object *op)
452     {
453 elmex 1.1 static char buf[10];
454 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
455 elmex 1.1
456 root 1.4 if (op->weight < 0)
457 elmex 1.1 return " ";
458 root 1.4 if (i % 1000)
459     sprintf (buf, "%6.1f", i / 1000.0);
460 elmex 1.1 else
461 root 1.4 sprintf (buf, "%4d ", i / 1000);
462 elmex 1.1 return buf;
463     }
464    
465     /*
466     * Returns the pointer to a static buffer containing
467     * the number requested (of the form first, second, third...)
468     */
469    
470 root 1.4 char *
471     get_levelnumber (int i)
472     {
473 elmex 1.1 static char buf[MAX_BUF];
474 root 1.4
475     if (i > 99)
476     {
477     sprintf (buf, "%d.", i);
478     return buf;
479     }
480     if (i < 21)
481 elmex 1.1 return levelnumbers[i];
482 root 1.4 if (!(i % 10))
483     return levelnumbers_10[i / 10];
484     strcpy (buf, numbers_10[i / 10]);
485     strcat (buf, levelnumbers[i % 10]);
486 elmex 1.1 return buf;
487     }
488    
489    
490     /*
491     * get_number(integer) returns the text-representation of the given number
492     * in a static buffer. The buffer might be overwritten at the next
493     * call to get_number().
494     * It is currently only used by the query_name() function.
495     */
496    
497 root 1.4 char *
498     get_number (int i)
499     {
500     if (i <= 20)
501 elmex 1.1 return numbers[i];
502 root 1.4 else
503     {
504     static char buf[MAX_BUF];
505    
506     sprintf (buf, "%d", i);
507     return buf;
508     }
509 elmex 1.1 }
510    
511     /*
512     * Returns pointer to static buffer containing ring's or amulet's
513     * abilities
514     * These are taken from old query_name(), but it would work better
515     * if describle_item() would be called to get this information and
516     * caller would handle FULL_RING_DESCRIPTION definition.
517     * Or make FULL_RING_DESCRIPTION standard part of a game and let
518     * client handle names.
519     */
520 root 1.4
521 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
522     * from stats.sp - b.t.
523     */
524 root 1.4 char *
525     ring_desc (const object *op)
526 elmex 1.1 {
527 root 1.4 static char buf[VERY_BIG_BUF];
528     int attr, val, len;
529 elmex 1.1
530 root 1.4 buf[0] = 0;
531 elmex 1.1
532 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
533 elmex 1.1 return buf;
534 root 1.4
535     for (attr = 0; attr < NUM_STATS; attr++)
536     {
537     if ((val = get_attr_value (&(op->stats), attr)) != 0)
538     {
539     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
540     }
541     }
542     if (op->stats.exp)
543     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544     if (op->stats.wc)
545     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546     if (op->stats.dam)
547     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548     if (op->stats.ac)
549     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550    
551     strcat (buf, describe_resistance (op, 0));
552    
553     if (op->stats.food != 0)
554     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
555     /* else if (op->stats.food < 0)
556     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
557     if (op->stats.grace)
558     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559     if (op->stats.sp && op->type != SKILL)
560     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561     if (op->stats.hp)
562     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563     if (op->stats.luck)
564     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565     if (QUERY_FLAG (op, FLAG_LIFESAVE))
566     strcat (buf, "(lifesaving)");
567     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568     strcat (buf, "(reflect spells)");
569     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570     strcat (buf, "(reflect missiles)");
571     if (QUERY_FLAG (op, FLAG_STEALTH))
572     strcat (buf, "(stealth)");
573     /* Shorten some of the names, so they appear better in the windows */
574     len = strlen (buf);
575     DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576     DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577     DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578    
579     /* if(op->item_power)
580     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
581     */
582     if (buf[0] == 0 && op->type != SKILL)
583     strcpy (buf, "of adornment");
584    
585    
586     return buf;
587 elmex 1.1 }
588    
589     /*
590     * query_short_name(object) is similar to query_name, but doesn't
591     * contain any information about object status (worn/cursed/etc.)
592     */
593 root 1.4 const char *
594     query_short_name (const object *op)
595 elmex 1.1 {
596 root 1.4 static char buf[HUGE_BUF];
597     char buf2[HUGE_BUF];
598     int len = 0;
599    
600     if (op->name == NULL)
601     return "(null)";
602 root 1.5
603 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
604     return op->name; /* To speed things up (or make things slower?) */
605    
606     if (op->nrof <= 1)
607     safe_strcat (buf, op->name, &len, HUGE_BUF);
608     else
609     safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
610    
611     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
612     {
613     safe_strcat (buf, " ", &len, HUGE_BUF);
614     safe_strcat (buf, op->title, &len, HUGE_BUF);
615 elmex 1.1 }
616    
617 root 1.4 switch (op->type)
618     {
619 root 1.2 case SPELLBOOK:
620     case SCROLL:
621     case WAND:
622     case ROD:
623 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
624     {
625     if (!op->title)
626     {
627     safe_strcat (buf, " of ", &len, HUGE_BUF);
628     if (op->inv)
629     safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
630     else
631     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
632 root 1.2 }
633 root 1.4 if (op->type != SPELLBOOK)
634     {
635     sprintf (buf2, " (lvl %d)", op->level);
636     safe_strcat (buf, buf2, &len, HUGE_BUF);
637 root 1.2 }
638     }
639 root 1.4 break;
640 elmex 1.1
641 root 1.4 case SKILL:
642     case AMULET:
643     case RING:
644     if (!op->title)
645     {
646     /* If ring has a title, full description isn't so useful */
647     char *s = ring_desc (op);
648    
649     if (s[0])
650     {
651     safe_strcat (buf, " ", &len, HUGE_BUF);
652     safe_strcat (buf, s, &len, HUGE_BUF);
653     }
654     }
655     break;
656     default:
657     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
658     {
659     sprintf (buf2, " %+d", op->magic);
660     safe_strcat (buf, buf2, &len, HUGE_BUF);
661 root 1.2 }
662 elmex 1.1 }
663 root 1.4 return buf;
664 elmex 1.1 }
665    
666     /*
667     * query_name(object) returns a character pointer pointing to a static
668     * buffer which contains a verbose textual representation of the name
669     * of the given object.
670     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
671     * you can make several calls to query_name before the bufs start getting
672     * overwritten. This may be a bad thing (it may be easier to assume the value
673     * returned is good forever.) However, it makes printing statements that
674     * use several names much easier (don't need to store them to temp variables.)
675     *
676     */
677 root 1.4 char *
678     query_name (const object *op)
679     {
680     static char buf[5][HUGE_BUF];
681     static int use_buf = 0;
682     int len = 0;
683    
684 elmex 1.1 #ifdef NEW_MATERIAL_CODE
685 root 1.4 materialtype_t *mt;
686 elmex 1.1 #endif
687    
688 root 1.4 use_buf++;
689     use_buf %= 5;
690 elmex 1.1
691     #ifdef NEW_MATERIAL_CODE
692 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
693     {
694     mt = name_to_material (op->materialname);
695     if (mt)
696     {
697     safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
698     safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
699 root 1.2 }
700 elmex 1.1 }
701     #endif
702    
703 root 1.4 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
704 elmex 1.1
705 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
706     safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
707     if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
708     safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
709    
710     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
711     {
712     if (QUERY_FLAG (op, FLAG_DAMNED))
713     safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
714     else if (QUERY_FLAG (op, FLAG_CURSED))
715     safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
716     }
717     /* Basically, if the object is known magical (detect magic spell on it),
718     * and it isn't identified, print out the fact that
719     * it is magical. Assume that the detect magical spell will only set
720     * KNOWN_MAGICAL if the item actually is magical.
721     *
722     * Changed in V 0.91.4 - still print that the object is magical even
723     * if it has been applied. Equipping an item does not tell full
724     * abilities, especially for artifact items.
725     */
726     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
727     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
728 elmex 1.1
729     #if 0
730 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
731     * be returned in the name.
732     */
733     if (op->item_power)
734     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
735 elmex 1.1
736     #endif
737    
738 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
739     {
740     switch (op->type)
741     {
742     case BOW:
743     case WAND:
744     case ROD:
745     case HORN:
746     safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
747     break;
748     case WEAPON:
749     safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
750     break;
751     case ARMOUR:
752     case HELMET:
753     case SHIELD:
754     case RING:
755     case BOOTS:
756     case GLOVES:
757     case AMULET:
758     case GIRDLE:
759     case BRACERS:
760     case CLOAK:
761     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
762     break;
763     case CONTAINER:
764     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
765     break;
766     case SKILL:
767     default:
768     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
769 root 1.2 }
770 elmex 1.1 }
771 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
772     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
773 elmex 1.1
774 root 1.4 return buf[use_buf];
775 elmex 1.1 }
776    
777     /*
778     * query_base_name(object) returns a character pointer pointing to a static
779     * buffer which contains a verbose textual representation of the name
780     * of the given object. The buffer will be overwritten at the next
781     * call to query_base_name(). This is a lot like query_name, but we
782     * don't include the item count or item status. Used for inventory sorting
783     * and sending to client.
784     * If plural is set, we generate the plural name of this.
785     */
786 root 1.4 const char *
787     query_base_name (const object *op, int plural)
788     {
789     static char buf[MAX_BUF], buf2[MAX_BUF];
790     int len;
791     materialtype_t *mt;
792 elmex 1.1
793 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
794     return "(null)";
795 elmex 1.1
796 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797     return op->name; /* To speed things up (or make things slower?) */
798 elmex 1.1
799 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
800     mt = name_to_material (op->materialname);
801 elmex 1.1
802     #ifdef NEW_MATERIAL_CODE
803 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
804     op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805     {
806     strcpy (buf, mt->description);
807     len = strlen (buf);
808     safe_strcat (buf, " ", &len, MAX_BUF);
809     if (!plural)
810     safe_strcat (buf, op->name, &len, MAX_BUF);
811     else
812     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
813     }
814     else
815     {
816 elmex 1.1 #endif
817 root 1.4 if (!plural)
818     strcpy (buf, op->name);
819     else
820     strcpy (buf, op->name_pl);
821     len = strlen (buf);
822 elmex 1.1 #ifdef NEW_MATERIAL_CODE
823     }
824     #endif
825    
826 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
827     {
828     safe_strcat (buf, " ", &len, MAX_BUF);
829     safe_strcat (buf, op->title, &len, MAX_BUF);
830 elmex 1.1 }
831    
832 root 1.4 switch (op->type)
833     {
834 root 1.2 case SPELLBOOK:
835     case SCROLL:
836     case WAND:
837     case ROD:
838 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
839     {
840     if (!op->title)
841     {
842     safe_strcat (buf, " of ", &len, MAX_BUF);
843     if (op->inv)
844     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
845     else
846     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
847 root 1.2 }
848 root 1.4 if (op->type != SPELLBOOK)
849     {
850     sprintf (buf2, " (lvl %d)", op->level);
851     safe_strcat (buf, buf2, &len, MAX_BUF);
852 root 1.2 }
853     }
854 root 1.4 break;
855 elmex 1.1
856    
857 root 1.4 case SKILL:
858     case AMULET:
859     case RING:
860     if (!op->title)
861     {
862     /* If ring has a title, full description isn't so useful */
863     char *s = ring_desc (op);
864    
865     if (s[0])
866     {
867     safe_strcat (buf, " ", &len, MAX_BUF);
868     safe_strcat (buf, s, &len, MAX_BUF);
869     }
870     }
871     break;
872     default:
873     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
874     {
875     sprintf (buf + strlen (buf), " %+d", op->magic);
876 root 1.2 }
877 elmex 1.1 }
878 root 1.4 return buf;
879 elmex 1.1 }
880    
881     /* Break this off from describe_item - that function was way
882     * too long, making it difficult to read. This function deals
883     * with describing the monsters & players abilities. It should only
884     * be called with monster & player objects. Returns a description
885     * in a static buffer.
886     */
887    
888 root 1.4 static char *
889     describe_monster (const object *op)
890     {
891     char buf[MAX_BUF];
892     static char retbuf[VERY_BIG_BUF];
893     int i;
894    
895     retbuf[0] = '\0';
896    
897     /* Note that the resolution this provides for players really isn't
898     * very good. Any player with a speed greater than .67 will
899     * fall into the 'lightning fast movement' category.
900     */
901     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
902     {
903     switch ((int) ((FABS (op->speed)) * 15))
904     {
905 root 1.2 case 0:
906 root 1.4 strcat (retbuf, "(very slow movement)");
907     break;
908 root 1.2 case 1:
909 root 1.4 strcat (retbuf, "(slow movement)");
910     break;
911 root 1.2 case 2:
912 root 1.4 strcat (retbuf, "(normal movement)");
913     break;
914 root 1.2 case 3:
915     case 4:
916 root 1.4 strcat (retbuf, "(fast movement)");
917     break;
918 root 1.2 case 5:
919     case 6:
920 root 1.4 strcat (retbuf, "(very fast movement)");
921     break;
922 root 1.2 case 7:
923     case 8:
924     case 9:
925     case 10:
926 root 1.4 strcat (retbuf, "(extremely fast movement)");
927     break;
928 root 1.2 default:
929 root 1.4 strcat (retbuf, "(lightning fast movement)");
930     break;
931 root 1.2 }
932 elmex 1.1 }
933 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
934     strcat (retbuf, "(undead)");
935     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
936     strcat (retbuf, "(see invisible)");
937     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
938     strcat (retbuf, "(wield weapon)");
939     if (QUERY_FLAG (op, FLAG_USE_BOW))
940     strcat (retbuf, "(archer)");
941     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
942     strcat (retbuf, "(wear armour)");
943     if (QUERY_FLAG (op, FLAG_USE_RING))
944     strcat (retbuf, "(wear ring)");
945     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
946     strcat (retbuf, "(read scroll)");
947     if (QUERY_FLAG (op, FLAG_USE_RANGE))
948     strcat (retbuf, "(fires wand/rod/horn)");
949     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
950     strcat (retbuf, "(skill user)");
951     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
952     strcat (retbuf, "(spellcaster)");
953     if (QUERY_FLAG (op, FLAG_FRIENDLY))
954     strcat (retbuf, "(friendly)");
955     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
956     strcat (retbuf, "(unaggressive)");
957     if (QUERY_FLAG (op, FLAG_HITBACK))
958     strcat (retbuf, "(hitback)");
959     if (QUERY_FLAG (op, FLAG_STEALTH))
960     strcat (retbuf, "(stealthy)");
961     if (op->randomitems != NULL)
962     {
963     treasure *t;
964     int first = 1;
965    
966     for (t = op->randomitems->items; t != NULL; t = t->next)
967     if (t->item && (t->item->clone.type == SPELL))
968     {
969     if (first)
970     {
971     first = 0;
972     strcat (retbuf, "(Spell abilities:)");
973     }
974     strcat (retbuf, "(");
975     strcat (retbuf, t->item->clone.name);
976     strcat (retbuf, ")");
977     }
978     }
979     if (op->type == PLAYER)
980     {
981     if (op->contr->digestion)
982     {
983     if (op->contr->digestion != 0)
984     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
985     strcat (retbuf, buf);
986     }
987     if (op->contr->gen_grace)
988     {
989     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
990     strcat (retbuf, buf);
991     }
992     if (op->contr->gen_sp)
993     {
994     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
995     strcat (retbuf, buf);
996     }
997     if (op->contr->gen_hp)
998     {
999     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
1000     strcat (retbuf, buf);
1001     }
1002     if (op->stats.luck)
1003     {
1004     sprintf (buf, "(luck%+d)", op->stats.luck);
1005     strcat (retbuf, buf);
1006     }
1007 elmex 1.1 }
1008 root 1.4
1009     /* describe attacktypes */
1010     if (is_dragon_pl (op))
1011     {
1012     /* for dragon players display the attacktypes from clawing skill
1013     * Break apart the for loop - move the comparison checking down -
1014     * this makes it more readable.
1015     */
1016     object *tmp;
1017    
1018     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1019     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1020     break;
1021    
1022     if (tmp && tmp->attacktype != 0)
1023     {
1024     DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1025     }
1026     else
1027     {
1028     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1029 root 1.2 }
1030 elmex 1.1 }
1031 root 1.4 else
1032     {
1033     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1034     }
1035     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1036     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1037     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1038     for (i = 0; i < NROFATTACKS; i++)
1039     {
1040     if (op->resist[i])
1041     {
1042     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1043     strcat (retbuf, buf);
1044 root 1.2 }
1045 elmex 1.1 }
1046 root 1.4 return retbuf;
1047 elmex 1.1 }
1048    
1049    
1050     /*
1051     * Returns a pointer to a static buffer which contains a
1052     * description of the given object.
1053     * If it is a monster, lots of information about its abilities
1054     * will be returned.
1055     * If it is an item, lots of information about which abilities
1056     * will be gained about its user will be returned.
1057     * If it is a player, it writes out the current abilities
1058     * of the player, which is usually gained by the items applied.
1059     * It would be really handy to actually pass another object
1060     * pointer on who is examining this object. Then, you could reveal
1061     * certain information depending on what the examiner knows, eg,
1062     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1063     * a dragon player examining food. Could have things like
1064     * a dwarven axe, in which the full abilities are only known to
1065     * dwarves, etc.
1066     *
1067     * This function is really much more complicated than it should
1068     * be, because different objects have different meanings
1069     * for the same field (eg, wands use 'food' for charges). This
1070     * means these special cases need to be worked out.
1071     *
1072     * Add 'owner' who is the person examining this object.
1073     * owner can be null if no one is being associated with this
1074     * item (eg, debug dump or the like)
1075     */
1076    
1077 root 1.4 char *
1078     describe_item (const object *op, object *owner)
1079     {
1080     char buf[MAX_BUF];
1081     static char retbuf[VERY_BIG_BUF];
1082     int identified, i;
1083    
1084     retbuf[0] = '\0';
1085     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1086     {
1087     return describe_monster (op);
1088     }
1089     /* figure this out once, instead of making multiple calls to need_identify.
1090     * also makes the code easier to read.
1091     */
1092     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1093     identified = 1;
1094     else
1095     {
1096     strcpy (retbuf, "(unidentified)");
1097     identified = 0;
1098 elmex 1.1 }
1099 root 1.4 switch (op->type)
1100     {
1101 root 1.2 case BOW:
1102     case ARROW:
1103     case WAND:
1104     case ROD:
1105     case HORN:
1106     case WEAPON:
1107     case ARMOUR:
1108     case HELMET:
1109     case SHIELD:
1110     case BOOTS:
1111     case GLOVES:
1112     case GIRDLE:
1113     case BRACERS:
1114     case CLOAK:
1115     case SKILL_TOOL:
1116 root 1.4 break; /* We have more information to do below this switch */
1117 root 1.2
1118     case POWER_CRYSTAL:
1119 root 1.4 if (op->stats.maxsp > 1000)
1120     { /*higher capacity crystals */
1121     i = (op->stats.maxsp % 100) / 10;
1122     if (i)
1123     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1124     else
1125     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1126     }
1127     else
1128     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1129     strcat (retbuf, buf);
1130     i = (op->stats.sp * 10) / op->stats.maxsp;
1131     if (op->stats.sp == 0)
1132     strcat (retbuf, "empty.");
1133     else if (i == 0)
1134     strcat (retbuf, "almost empty.");
1135     else if (i < 3)
1136     strcat (retbuf, "partially filled.");
1137     else if (i < 6)
1138     strcat (retbuf, "half full.");
1139     else if (i < 9)
1140     strcat (retbuf, "well charged.");
1141     else if (op->stats.sp == op->stats.maxsp)
1142     strcat (retbuf, "fully charged.");
1143     else
1144     strcat (retbuf, "almost full.");
1145     break;
1146 root 1.2 case FOOD:
1147     case FLESH:
1148     case DRINK:
1149 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1150     {
1151     sprintf (buf, "(food+%d)", op->stats.food);
1152     strcat (retbuf, buf);
1153    
1154     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1155     {
1156     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1157     strcat (retbuf, buf);
1158 root 1.2 }
1159 root 1.4
1160     if (!QUERY_FLAG (op, FLAG_CURSED))
1161     {
1162     if (op->stats.hp)
1163     strcat (retbuf, "(heals)");
1164     if (op->stats.sp)
1165     strcat (retbuf, "(spellpoint regen)");
1166 root 1.2 }
1167 root 1.4 else
1168     {
1169     if (op->stats.hp)
1170     strcat (retbuf, "(damages)");
1171     if (op->stats.sp)
1172     strcat (retbuf, "(spellpoint depletion)");
1173 root 1.2 }
1174     }
1175 root 1.4 break;
1176 root 1.2
1177    
1178     case SKILL:
1179     case RING:
1180     case AMULET:
1181 root 1.4 if (op->item_power)
1182     {
1183     sprintf (buf, "(item_power %+d)", op->item_power);
1184     strcat (retbuf, buf);
1185 root 1.2 }
1186 root 1.4 if (op->title)
1187     strcat (retbuf, ring_desc (op));
1188     return retbuf;
1189 elmex 1.1
1190 root 1.2 default:
1191 root 1.4 return retbuf;
1192 elmex 1.1 }
1193    
1194 root 1.4 /* Down here, we more further describe equipment type items.
1195     * only describe them if they have been identified or the like.
1196     */
1197     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1198     {
1199     int attr, val;
1200    
1201     for (attr = 0; attr < NUM_STATS; attr++)
1202     {
1203     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1204     {
1205     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1206     strcat (retbuf, buf);
1207 root 1.2 }
1208     }
1209    
1210 root 1.4 if (op->stats.exp)
1211     {
1212     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1213     strcat (retbuf, buf);
1214 root 1.2 }
1215    
1216    
1217 root 1.4 switch (op->type)
1218     {
1219 root 1.2 case BOW:
1220     case ARROW:
1221     case GIRDLE:
1222     case HELMET:
1223     case SHIELD:
1224     case BOOTS:
1225     case GLOVES:
1226     case WEAPON:
1227     case SKILL:
1228     case RING:
1229     case AMULET:
1230     case ARMOUR:
1231     case BRACERS:
1232     case FORCE:
1233     case CLOAK:
1234 root 1.4 if (op->stats.wc)
1235     {
1236     sprintf (buf, "(wc%+d)", op->stats.wc);
1237     strcat (retbuf, buf);
1238 root 1.2 }
1239 root 1.4 if (op->stats.dam)
1240     {
1241     sprintf (buf, "(dam%+d)", op->stats.dam);
1242     strcat (retbuf, buf);
1243 root 1.2 }
1244 root 1.4 if (op->stats.ac)
1245     {
1246     sprintf (buf, "(ac%+d)", op->stats.ac);
1247     strcat (retbuf, buf);
1248 root 1.2 }
1249 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1250     {
1251     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1252     strcat (retbuf, buf);
1253 root 1.2 }
1254 root 1.4 break;
1255 root 1.2
1256 root 1.4 default:
1257     break;
1258 root 1.2 }
1259 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1260     strcat (retbuf, "(xray-vision)");
1261     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1262     strcat (retbuf, "(infravision)");
1263    
1264     /* levitate was what is was before, so we'll keep it */
1265     if (op->move_type & MOVE_FLY_LOW)
1266     strcat (retbuf, "(levitate)");
1267    
1268     if (op->move_type & MOVE_FLY_HIGH)
1269     strcat (retbuf, "(fly)");
1270    
1271     if (op->move_type & MOVE_SWIM)
1272     strcat (retbuf, "(swim)");
1273    
1274     /* walking is presumed as 'normal', so doesn't need mentioning */
1275    
1276     if (op->item_power)
1277     {
1278     sprintf (buf, "(item_power %+d)", op->item_power);
1279     strcat (retbuf, buf);
1280     }
1281     } /* End if identified or applied */
1282    
1283     /* This blocks only deals with fully identified object.
1284     * it is intentional that this is not an 'else' from a above -
1285     * in this way, information is added.
1286     */
1287     if (identified)
1288     {
1289     int more_info = 0;
1290    
1291     switch (op->type)
1292     {
1293     case ROD: /* These use stats.sp for spell selection and stats.food */
1294     case HORN: /* and stats.hp for spell-point regeneration... */
1295 root 1.2 case BOW:
1296     case ARROW:
1297     case WAND:
1298     case FOOD:
1299     case FLESH:
1300     case DRINK:
1301 root 1.4 more_info = 0;
1302     break;
1303 root 1.2
1304 root 1.4 /* Armor type objects */
1305 root 1.2 case ARMOUR:
1306     case HELMET:
1307     case SHIELD:
1308     case BOOTS:
1309     case GLOVES:
1310     case GIRDLE:
1311     case BRACERS:
1312     case CLOAK:
1313 root 1.4 if (ARMOUR_SPEED (op))
1314     {
1315     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1316     strcat (retbuf, buf);
1317 root 1.2 }
1318 root 1.4 if (ARMOUR_SPELLS (op))
1319     {
1320     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1321     strcat (retbuf, buf);
1322 root 1.2 }
1323 root 1.4 more_info = 1;
1324     break;
1325 root 1.2
1326     case WEAPON:
1327 root 1.4 /* Calculate it the same way fix_player does so the results
1328     * make sense.
1329     */
1330     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1331     if (i < 0)
1332     i = 0;
1333    
1334     sprintf (buf, "(weapon speed %d)", i);
1335     strcat (retbuf, buf);
1336     more_info = 1;
1337     break;
1338    
1339     }
1340     if (more_info)
1341     {
1342     if (op->stats.food)
1343     {
1344     if (op->stats.food != 0)
1345     sprintf (buf, "(sustenance%+d)", op->stats.food);
1346     strcat (retbuf, buf);
1347 root 1.2 }
1348 root 1.4 if (op->stats.grace)
1349     {
1350     sprintf (buf, "(grace%+d)", op->stats.grace);
1351     strcat (retbuf, buf);
1352 root 1.2 }
1353 root 1.4 if (op->stats.sp)
1354     {
1355     sprintf (buf, "(magic%+d)", op->stats.sp);
1356     strcat (retbuf, buf);
1357 root 1.2 }
1358 root 1.4 if (op->stats.hp)
1359     {
1360     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1361     strcat (retbuf, buf);
1362 root 1.2 }
1363     }
1364    
1365 root 1.4 if (op->stats.luck)
1366     {
1367     sprintf (buf, "(luck%+d)", op->stats.luck);
1368     strcat (retbuf, buf);
1369     }
1370     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1371     strcat (retbuf, "(lifesaving)");
1372     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1373     strcat (retbuf, "(reflect spells)");
1374     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1375     strcat (retbuf, "(reflect missiles)");
1376     if (QUERY_FLAG (op, FLAG_STEALTH))
1377     strcat (retbuf, "(stealth)");
1378     if (op->slaying != NULL && op->type != FOOD)
1379     {
1380     sprintf (buf, "(slay %s)", &op->slaying);
1381     strcat (retbuf, buf);
1382     }
1383     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1384     /* resistance on flesh is only visible for quetzals. If
1385     * non flesh, everyone can see its resistances
1386     */
1387     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1388     strcat (retbuf, describe_resistance (op, 0));
1389     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1390     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1391     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1392 elmex 1.1 }
1393    
1394 root 1.4 return retbuf;
1395 elmex 1.1 }
1396    
1397     /* Return true if the item is magical. A magical item is one that
1398     * increases/decreases any abilities, provides a resistance,
1399     * has a generic magical bonus, or is an artifact.
1400     * This function is used by detect_magic to determine if an item
1401     * should be marked as magical.
1402     */
1403    
1404 root 1.4 int
1405     is_magical (const object *op)
1406     {
1407     int i;
1408 elmex 1.1
1409 root 1.4 /* living creatures are considered non magical */
1410     if (QUERY_FLAG (op, FLAG_ALIVE))
1411     return 0;
1412 elmex 1.1
1413 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1414     if (op->title != NULL)
1415     return 1;
1416    
1417     /* Handle rings and amulets specially. If they change any of these
1418     * values, it means they are magical.
1419     */
1420     if ((op->type == AMULET || op->type == RING) &&
1421     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1422     return 1;
1423    
1424     /* Check for stealty, speed, flying, or just plain magic in the boots */
1425     /* Presume any boots that hvae a move_type are special. */
1426     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1427     return 1;
1428    
1429     /* Take care of amulet/shield that reflects spells/missiles */
1430     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1431     return 1;
1432    
1433     /* Take care of helmet of xrays */
1434     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1435     return 1;
1436    
1437     /* Potions & rods are always magical. Wands/staves are also magical,
1438     * assuming they still have any charges left.
1439     */
1440     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1441     return 1;
1442    
1443     /* if something gives a protection, either positive or negative, its magical */
1444     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1445     * so this always works out fine.
1446     */
1447     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1448     if (op->resist[i])
1449     return 1;
1450    
1451     /* Physical protection is expected on some item types, so they should
1452     * not be considered magical.
1453     */
1454     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1455     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1456     return 1;
1457    
1458     /* power crystal, spellbooks, and scrolls are always magical. */
1459     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1460     return 1;
1461    
1462     /* Check to see if it increases/decreases any stats */
1463     for (i = 0; i < NUM_STATS; i++)
1464     if (get_attr_value (&(op->stats), i) != 0)
1465     return 1;
1466    
1467     /* If it doesn't fall into any of the above categories, must
1468     * be non magical.
1469     */
1470     return 0;
1471 elmex 1.1 }
1472    
1473     /* need_identify returns true if the item should be identified. This
1474     * function really should not exist - by default, any item not identified
1475     * should need it.
1476     */
1477    
1478 root 1.4 int
1479     need_identify (const object *op)
1480     {
1481     switch (op->type)
1482     {
1483 root 1.2 case RING:
1484     case WAND:
1485     case ROD:
1486     case HORN:
1487     case SCROLL:
1488     case SKILL:
1489     case SKILLSCROLL:
1490     case SPELLBOOK:
1491     case FOOD:
1492     case POTION:
1493     case BOW:
1494     case ARROW:
1495     case WEAPON:
1496     case ARMOUR:
1497     case SHIELD:
1498     case HELMET:
1499     case AMULET:
1500     case BOOTS:
1501     case GLOVES:
1502     case BRACERS:
1503     case GIRDLE:
1504     case CONTAINER:
1505     case DRINK:
1506     case FLESH:
1507     case INORGANIC:
1508     case CLOSE_CON:
1509     case CLOAK:
1510     case GEM:
1511     case POWER_CRYSTAL:
1512     case POISON:
1513     case BOOK:
1514     case SKILL_TOOL:
1515 root 1.4 return 1;
1516 elmex 1.1 }
1517 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1518     * archetype file can be updated, and this function removed.
1519     */
1520 elmex 1.1 #if 0
1521 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1522 elmex 1.1 #endif
1523 root 1.4 return 0;
1524 elmex 1.1 }
1525    
1526    
1527     /*
1528     * Supposed to fix face-values as well here, but later.
1529     */
1530    
1531 root 1.4 void
1532     identify (object *op)
1533     {
1534     object *pl;
1535 elmex 1.1
1536 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1537     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1538     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1539    
1540     /*
1541     * We want autojoining of equal objects:
1542     */
1543     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1544     SET_FLAG (op, FLAG_KNOWN_CURSED);
1545    
1546     if (op->type == POTION)
1547     {
1548     if (op->inv && op->randomitems)
1549     op->title = op->inv->name;
1550     else if (op->arch)
1551     {
1552     op->name = op->arch->clone.name;
1553     op->name_pl = op->arch->clone.name_pl;
1554     }
1555 elmex 1.1 }
1556    
1557 root 1.4 /* If the object is on a map, make sure we update its face */
1558     if (op->map)
1559     update_object (op, UP_OBJ_FACE);
1560     else
1561     {
1562     pl = is_player_inv (op->env);
1563     if (pl)
1564     /* A lot of the values can change from an update - might as well send
1565     * it all.
1566     */
1567     esrv_send_item (pl, op);
1568 elmex 1.1 }
1569     }