ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.50
Committed: Wed Apr 30 05:06:36 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_54, rel-2_55, rel-2_56, rel-2_53, rel-2_61
Changes since 1.49: +2 -1 lines
Log Message:
*** empty log message ***

File Contents

# 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 1.47 * Copyright (©) 2005,2006,2007,2008 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 <living.h>
26     #include <spells.h>
27    
28 root 1.42 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29    
30 elmex 1.1 /* the ordering of this is actually doesn't make a difference
31     * However, for ease of use, new entries should go at the end
32     * so those people that debug the code that get used to something
33     * being in the location 4 don't get confused.
34     *
35     * The ordering in save_name, use_name, nonuse_name.
36     * save_name is the name used to load/save it from files. It should
37     * match that of the doc/Developers/objects. The only
38     * real limitation is that it shouldn't have spaces or other characters
39     * that may mess up the match code. It must also start with body_
40     * use_name is how we describe the location if we can use it.
41     * nonuse_name is how we describe it if we can't use it. I think
42     * the values below will make it pretty clear how those work out
43     * They are basically there to make life a little easier - if a character
44     * examines an item and it says it goes on 'your arm', its pretty clear
45     * they can use it. See the last sample (commented out) for a dragon
46     * Note that using the term 'human' may not be very accurate, humanoid
47     * may be better.
48     * Basically, for the use/nonuse, the code does something like:
49     * "This item goes %s\n", with the use/nonuse values filling in the %s
50     */
51     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 root 1.35 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53     {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54     {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55     {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56     {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57     {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58     {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59     {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60     {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
61     {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
62     {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
63     {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
64     {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
65     {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
66 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
67     };
68    
69     static char numbers[21][20] = {
70 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72     "eighteen", "nineteen", "twenty"
73 elmex 1.1 };
74    
75     static char numbers_10[10][20] = {
76 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77     "eighty", "ninety"
78 elmex 1.1 };
79    
80     static char levelnumbers[21][20] = {
81 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
84     "nineteen", "twentieth"
85     };
86    
87     static char levelnumbers_10[11][20] = {
88 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89     "seventieth", "eightieth", "ninetieth"
90 elmex 1.1 };
91    
92     /* The following is a large table of item types, the fields are:
93     * item number, item name, item name (plural), and two numbers that are the skills
94     * used to identify them. Anytime a new item type is added or removed, this list
95     * should be altered to reflect that. The defines for the numerical values are in
96     * define.h
97     */
98     static const typedata item_types[] = {
99 root 1.4 {PLAYER, "player", "players", 0, 0},
100     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
101     {TREASURE, "treasure", "treasure", 0, 0},
102     {POTION, "potion", "potions", SK_ALCHEMY, 0},
103     {FOOD, "food", "food", SK_WOODSMAN, 0},
104     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
105     {BOOK, "book", "books", SK_LITERACY, 0},
106     {CLOCK, "clock", "clocks", 0, 0},
107     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
108     {BOW, "bow", "bows", SK_BOWYER, 0},
109     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
110     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
111     {PEDESTAL, "pedestal", "pedestals", 0, 0},
112     {ALTAR, "altar", "altars", 0, 0},
113     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
114     {SPECIAL_KEY, "special key", "special keys", 0, 0},
115     {MAP, "map", "maps", 0, 0},
116     {DOOR, "door", "doors", 0, 0},
117     {KEY, "key", "keys", 0, 0},
118     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
119     {TRIGGER, "trigger", "triggers", 0, 0},
120     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
121     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
122     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
123     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
124     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
125     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
126     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
127     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
128     {MONEY, "money", "money", 0, 0},
129     {CLASS, "class", "classes", 0, 0},
130     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
131     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
132     {PLAYERMOVER, "player mover", "player movers", 0, 0},
133     {TELEPORTER, "teleporter", "teleporters", 0, 0},
134     {CREATOR, "creator", "creators", 0, 0},
135     {SKILL, "skill", "skills", 0, 0},
136     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
137     {GOLEM, "golem", "golems", 0, 0},
138     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
139     {BLINDNESS, "blindness", "blindness", 0, 0},
140     {GOD, "god", "gods", 0, 0},
141     {DETECTOR, "detector", "detectors", 0, 0},
142     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
143     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
144     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
145     {MARKER, "marker", "markers", 0, 0},
146     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
147     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
148     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
149     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
150     {GEM, "gem", "gems", SK_JEWELER, 0},
151     {FIREWALL, "firewall", "firewalls", 0, 0},
152     {ANVIL, "anvil", "anvils", 0, 0},
153     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
154     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
155     {EXIT, "exit", "exits", 0, 0},
156     {ENCOUNTER, "encounter", "encounters", 0, 0},
157     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159     {RING, "ring", "rings", SK_JEWELER, 0},
160     {FLOOR, "floor", "floors", 0, 0},
161     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164     {LIGHTER, "lighter", "lighters", 0, 0},
165 elmex 1.12 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
166 root 1.4 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167     {LAMP, "lamp", "lamps", 0, 0},
168     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171     {SPINNER, "spinner", "spinners", 0, 0},
172     {GATE, "gate", "gates", 0, 0},
173     {BUTTON, "button", "buttons", 0, 0},
174     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
175     {HOLE, "hole", "holes", 0, 0},
176     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177     {SIGN, "sign", "signs", 0, 0},
178     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
180     {SPELL, "spell", "spells", 0, 0},
181     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
182     {CONVERTER, "converter", "converters", 0, 0},
183     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
184     {POISONING, "poisoning", "poisonings", 0, 0},
185     {SAVEBED, "savebed", "savebeds", 0, 0},
186     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
187     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
188     {DIRECTOR, "director", "directors", 0, 0},
189     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
190     {FORCE, "force", "forces", 0, 0},
191     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
192     {CLOSE_CON, "closed container", "closed container", 0, 0},
193     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
194     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
195     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
196     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
197     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
198     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
199     {MENU, "inventory list", "inventory lists", 0, 0},
200     {RUNE, "rune", "runes", 0, 0},
201     {TRAP, "trap", "traps", 0, 0},
202     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
203     {CORPSE, "corpse", "corpses", 0, 0},
204     {DISEASE, "disease", "diseases", 0, 0},
205     {SYMPTOM, "symptom", "symptoms", 0, 0},
206     {BUILDER, "item builder", "item builders", 0, 0},
207     {MATERIAL, "building material", "building materials", 0, 0},
208     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209 elmex 1.1 };
210    
211 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
212 elmex 1.1
213     materialtype_t *materialt;
214    
215     /*
216     materialtype material[NROFMATERIALS] = {
217     * P M F E C C A D W G P S P T F C D D C C G H B I *
218     * H A I L O O C R E H O L A U E A E E H O O O L N *
219     * Y G R E L N I A A O I O R R A N P A A U D L I T *
220     * S I E C D F D I P S S W A N R C L T O N Y N R *
221     * I C T U N O T O L E E H S T P D N *
222     {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
223     {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
224     {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
225     {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
226     {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
227     {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
228     {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
229     {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
230     {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
231     {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
232     {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
233     {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
234     {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
235     };
236     */
237    
238     /* This curve may be too steep. But the point is that there should
239     * be tough choices - there is no real point to this if everyone can
240     * wear whatever they want with no worries. Perhaps having the steep
241     * curve is good (maybe even steeper), but allowing players to
242     * have 2 * level instead. Ideally, top level characters should only be
243     * able to use 2-3 of the most powerful items.
244     * note that this table is only really used for program generated items -
245     * custom objects can use whatever they want.
246     */
247     static int enc_to_item_power[21] = {
248 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
249     5, 7, 9, 11, 13, /* 10 */
250     15, 18, 21, 24, 27, /* 15 */
251     30, 35, 40, 45, 50 /* 20 */
252 elmex 1.1 };
253    
254 root 1.4 int
255     get_power_from_ench (int ench)
256 elmex 1.1 {
257 root 1.27 if (ench < 0) ench = 0;
258     if (ench > 20) ench = 20;
259    
260 root 1.4 return enc_to_item_power[ench];
261 elmex 1.1 }
262    
263     /* This takes an object 'op' and figures out what its item_power
264     * rating should be. This should only really be used by the treasure
265     * generation code, and when loading legacy objects. It returns
266     * the item_power it calculates.
267     * If flag is 1, we return the number of enchantment, and not the
268     * the power. This is used in the treasure code.
269     */
270 root 1.4 int
271     calc_item_power (const object *op, int flag)
272 elmex 1.1 {
273 root 1.4 int i, tmp, enc;
274 elmex 1.1
275 root 1.4 enc = 0;
276     for (i = 0; i < NUM_STATS; i++)
277 root 1.33 enc += op->stats.stat (i);
278 root 1.4
279     /* This protection logic is pretty flawed. 20% fire resistance
280     * is much more valuable than 20% confusion, or 20% slow, or
281     * several others. Start at 1 - ignore physical - all that normal
282     * armour shouldn't be counted against
283     */
284     tmp = 0;
285     for (i = 1; i < NROFATTACKS; i++)
286     tmp += op->resist[i];
287    
288     /* Add/substract 10 so that the rounding works out right */
289     if (tmp > 0)
290     enc += (tmp + 10) / 20;
291     else if (tmp < 0)
292     enc += (tmp - 10) / 20;
293    
294     enc += op->magic;
295    
296     /* For each attacktype a weapon has, one more encantment. Start at 1 -
297     * physical doesn't count against total.
298     */
299     if (op->type == WEAPON)
300     {
301     for (i = 1; i < NROFATTACKS; i++)
302     if (op->attacktype & (1 << i))
303     enc++;
304 root 1.49
305 root 1.4 if (op->slaying)
306     enc += 2; /* What it slays is probably more relevent */
307     }
308 root 1.49
309 root 1.4 /* Items the player can equip */
310     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
311     (op->type == SHIELD) || (op->type == RING) ||
312     (op->type == BOOTS) || (op->type == GLOVES) ||
313     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314     {
315     enc += op->stats.food; /* sustenance */
316     enc += op->stats.hp; /* hp regen */
317     enc += op->stats.sp; /* mana regen */
318     enc += op->stats.grace; /* grace regen */
319     enc += op->stats.exp; /* speed bonus */
320     }
321 root 1.49
322 root 1.4 enc += op->stats.luck;
323    
324     /* Do spell paths now */
325     for (i = 1; i < NRSPELLPATHS; i++)
326     {
327     if (op->path_attuned & (1 << i))
328     enc++;
329     else if (op->path_denied & (1 << i))
330     enc -= 2;
331     else if (op->path_repelled & (1 << i))
332     enc--;
333     }
334    
335     if (QUERY_FLAG (op, FLAG_LIFESAVE))
336     enc += 5;
337     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
338     enc += 3;
339     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
340     enc += 2;
341     if (QUERY_FLAG (op, FLAG_STEALTH))
342     enc += 1;
343     if (QUERY_FLAG (op, FLAG_XRAYS))
344     enc += 2;
345     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
346     enc += 1;
347     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
348     enc += 1;
349 elmex 1.1
350 root 1.4 return get_power_from_ench (enc);
351 elmex 1.1 }
352    
353     /* returns the typedata that has a number equal to itemtype, if there
354     * isn't one, returns NULL */
355 root 1.4 const typedata *
356     get_typedata (int itemtype)
357     {
358     int i;
359    
360     for (i = 0; i < item_types_size; i++)
361     if (item_types[i].number == itemtype)
362     return &item_types[i];
363 root 1.49
364 root 1.4 return NULL;
365 elmex 1.1 }
366    
367     /* returns the typedata that has a name equal to itemtype, if there
368     * isn't one, return the plural name that matches, if there still isn't
369     * one return NULL */
370 root 1.4 const typedata *
371     get_typedata_by_name (const char *name)
372     {
373     int i;
374    
375     for (i = 0; i < item_types_size; i++)
376     if (!strcmp (item_types[i].name, name))
377     return &item_types[i];
378 root 1.49
379 root 1.4 for (i = 0; i < item_types_size; i++)
380     if (!strcmp (item_types[i].name_pl, name))
381     {
382     LOG (llevInfo,
383 root 1.49 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
384 root 1.4 return &item_types[i];
385     }
386 root 1.49
387 root 1.4 return NULL;
388 elmex 1.1 }
389 root 1.4
390 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
391     * returns a static array of the description. This can return
392     * a big buffer.
393     * if newline is true, we don't put parens around the description
394     * but do put a newline at the end. Useful when dumping to files
395     */
396 root 1.25 const char *
397 root 1.4 describe_resistance (const object *op, int newline)
398 elmex 1.1 {
399 root 1.4 static char buf[VERY_BIG_BUF];
400     char buf1[VERY_BIG_BUF];
401     int tmpvar;
402    
403     buf[0] = 0;
404     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
405     {
406     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
407     {
408     if (!newline)
409     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
410     else
411     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
412 elmex 1.1
413 root 1.4 strcat (buf, buf1);
414     }
415 elmex 1.1 }
416 root 1.4 return buf;
417 elmex 1.1 }
418    
419    
420     /*
421     * query_weight(object) returns a character pointer to a static buffer
422     * containing the text-representation of the weight of the given object.
423     * The buffer will be overwritten by the next call to query_weight().
424     */
425 root 1.25 const char *
426 root 1.4 query_weight (const object *op)
427     {
428 elmex 1.1 static char buf[10];
429 root 1.46 sint32 i = op->total_weight ();
430 elmex 1.1
431 root 1.4 if (op->weight < 0)
432 elmex 1.1 return " ";
433 root 1.25
434 root 1.4 if (i % 1000)
435     sprintf (buf, "%6.1f", i / 1000.0);
436 elmex 1.1 else
437 root 1.4 sprintf (buf, "%4d ", i / 1000);
438 root 1.25
439 elmex 1.1 return buf;
440     }
441    
442     /*
443     * Returns the pointer to a static buffer containing
444     * the number requested (of the form first, second, third...)
445     */
446 root 1.25 const char *
447 root 1.4 get_levelnumber (int i)
448     {
449 elmex 1.1 static char buf[MAX_BUF];
450 root 1.4
451     if (i > 99)
452     {
453     sprintf (buf, "%d.", i);
454     return buf;
455     }
456 root 1.25
457 root 1.4 if (i < 21)
458 elmex 1.1 return levelnumbers[i];
459 root 1.4 if (!(i % 10))
460     return levelnumbers_10[i / 10];
461 root 1.25
462 root 1.4 strcpy (buf, numbers_10[i / 10]);
463     strcat (buf, levelnumbers[i % 10]);
464 elmex 1.1 return buf;
465     }
466    
467     /*
468     * get_number(integer) returns the text-representation of the given number
469     * in a static buffer. The buffer might be overwritten at the next
470     * call to get_number().
471     * It is currently only used by the query_name() function.
472     */
473 root 1.25 const char *
474 root 1.4 get_number (int i)
475     {
476     if (i <= 20)
477 elmex 1.1 return numbers[i];
478 root 1.4 else
479     {
480     static char buf[MAX_BUF];
481    
482     sprintf (buf, "%d", i);
483     return buf;
484     }
485 elmex 1.1 }
486    
487     /*
488     * Returns pointer to static buffer containing ring's or amulet's
489     * abilities
490     * These are taken from old query_name(), but it would work better
491     * if describle_item() would be called to get this information and
492     * caller would handle FULL_RING_DESCRIPTION definition.
493     * Or make FULL_RING_DESCRIPTION standard part of a game and let
494     * client handle names.
495     */
496 root 1.4
497 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
498     * from stats.sp - b.t.
499     */
500 root 1.25 const char *
501 root 1.4 ring_desc (const object *op)
502 elmex 1.1 {
503 root 1.39 static dynbuf_text buf; buf.clear ();
504 root 1.4 int attr, val, len;
505 elmex 1.1
506 root 1.39 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
507     {
508     for (attr = 0; attr < NUM_STATS; attr++)
509     if ((val = op->stats.stat (attr)))
510     buf.printf ("(%s%+d)", short_stat_name[attr], val);
511 elmex 1.1
512 root 1.39 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
513     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
514     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
515     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
516    
517     buf << describe_resistance (op, 0);
518    
519     if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
520     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
521     if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
522     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
523     if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
524    
525     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
526     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
527     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
528     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
529    
530     buf.add_paths ("Attuned" , op->path_attuned);
531     buf.add_paths ("Repelled", op->path_repelled);
532     buf.add_paths ("Denied" , op->path_denied);
533 root 1.4
534 root 1.39 if (buf.empty ())
535     buf << "of adornment";
536 root 1.4 }
537 root 1.27
538 root 1.4 return buf;
539 elmex 1.1 }
540    
541     /*
542     * query_short_name(object) is similar to query_name, but doesn't
543     * contain any information about object status (worn/cursed/etc.)
544     */
545 root 1.4 const char *
546     query_short_name (const object *op)
547 elmex 1.1 {
548 root 1.42 if (op->name == 0)
549 root 1.4 return "(null)";
550 root 1.5
551 root 1.42 if (!op->nrof
552     && !op->weight
553     && !op->title
554     && !is_magical (op)
555     && op->slaying != shstr_money)
556 root 1.4 return op->name; /* To speed things up (or make things slower?) */
557    
558 root 1.42 static dynbuf_text buf; buf.clear ();
559    
560 root 1.39 buf << (op->nrof <= 1 ? op->name : op->name_pl);
561 root 1.4
562     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
563 root 1.39 buf << ' ' << op->title;
564 elmex 1.1
565 root 1.4 switch (op->type)
566     {
567 root 1.39 case SPELLBOOK:
568     case SCROLL:
569     case WAND:
570     case ROD:
571     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
572     {
573     if (!op->title)
574     buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
575    
576     if (op->type != SPELLBOOK)
577     buf.printf (" (lvl %d)", op->level);
578     }
579     break;
580    
581 root 1.42 case ALTAR:
582     case TRIGGER_ALTAR:
583     case IDENTIFY_ALTAR:
584 root 1.43 case CONVERTER:
585 root 1.42 if (op->slaying == shstr_money)
586     {
587     bool wrap = !!buf.size ();
588    
589     if (wrap) buf << " [";
590    
591     archetype *coin = 0;
592    
593     for (char const *const *c = coins; *coins; ++c)
594     if ((coin = archetype::find (*c)))
595     if (op->stats.food % coin->value == 0)
596     break;
597    
598     sint32 coins = op->stats.food / coin->value;
599    
600 root 1.44 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
601 root 1.42
602     if (wrap) buf << ']';
603     }
604     break;
605    
606 root 1.39 case SKILL:
607     case AMULET:
608     case RING:
609     if (!op->title)
610     {
611     /* If ring has a title, full description isn't so useful */
612     const char *s = ring_desc (op);
613 elmex 1.1
614 root 1.39 if (s && *s)
615     buf << " " << s;
616     }
617     break;
618 root 1.42
619 root 1.39 default:
620     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
621     buf.printf (" %+d", op->magic);
622 elmex 1.1 }
623 root 1.39
624 root 1.4 return buf;
625 elmex 1.1 }
626    
627     /*
628     * query_name(object) returns a character pointer pointing to a static
629     * buffer which contains a verbose textual representation of the name
630     * of the given object.
631     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
632     * you can make several calls to query_name before the bufs start getting
633     * overwritten. This may be a bad thing (it may be easier to assume the value
634     * returned is good forever.) However, it makes printing statements that
635     * use several names much easier (don't need to store them to temp variables.)
636     *
637     */
638 root 1.25 const char *
639 root 1.4 query_name (const object *op)
640     {
641 root 1.39 int len = 0;
642     static dynbuf_text bufs[5];
643 root 1.4 static int use_buf = 0;
644 elmex 1.1
645 root 1.4 use_buf++;
646     use_buf %= 5;
647 elmex 1.1
648 root 1.39 dynbuf_text &buf = bufs [use_buf];
649     buf.clear ();
650    
651 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
652 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
653     buf << mt->description << ' ';
654 elmex 1.1
655 root 1.39 buf << query_short_name (op);
656 elmex 1.1
657 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
658 root 1.39 buf << " *";
659 root 1.4 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
660 root 1.39 buf << " (open)";
661 root 1.4
662     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
663     {
664     if (QUERY_FLAG (op, FLAG_DAMNED))
665 root 1.39 buf << " (damned)";
666 root 1.4 else if (QUERY_FLAG (op, FLAG_CURSED))
667 root 1.39 buf << " (cursed)";
668 root 1.4 }
669 root 1.23
670 root 1.4 /* Basically, if the object is known magical (detect magic spell on it),
671     * and it isn't identified, print out the fact that
672     * it is magical. Assume that the detect magical spell will only set
673     * KNOWN_MAGICAL if the item actually is magical.
674     *
675     * Changed in V 0.91.4 - still print that the object is magical even
676     * if it has been applied. Equipping an item does not tell full
677     * abilities, especially for artifact items.
678     */
679     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
680 root 1.39 buf << " (magic)";
681 elmex 1.1
682     #if 0
683 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
684     * be returned in the name.
685     */
686     if (op->item_power)
687     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
688 elmex 1.1
689     #endif
690    
691 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
692     {
693     switch (op->type)
694     {
695 root 1.23 case BOW:
696     case WAND:
697     case ROD:
698     case HORN:
699 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
700 root 1.23 break;
701     case WEAPON:
702 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
703 root 1.23 break;
704     case ARMOUR:
705     case HELMET:
706     case SHIELD:
707     case RING:
708     case BOOTS:
709     case GLOVES:
710     case AMULET:
711     case GIRDLE:
712     case BRACERS:
713     case CLOAK:
714 root 1.39 buf << " (worn)";
715 root 1.23 break;
716     case CONTAINER:
717 root 1.39 buf << " (active)";
718 root 1.23 break;
719     case SKILL:
720     default:
721 root 1.39 buf << " (applied)";
722 root 1.2 }
723 elmex 1.1 }
724 root 1.23
725 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
726 root 1.39 buf << " (unpaid)";
727 elmex 1.1
728 root 1.39 return buf;
729 elmex 1.1 }
730    
731     /*
732     * query_base_name(object) returns a character pointer pointing to a static
733     * buffer which contains a verbose textual representation of the name
734     * of the given object. The buffer will be overwritten at the next
735     * call to query_base_name(). This is a lot like query_name, but we
736     * don't include the item count or item status. Used for inventory sorting
737     * and sending to client.
738     * If plural is set, we generate the plural name of this.
739     */
740 root 1.4 const char *
741     query_base_name (const object *op, int plural)
742     {
743     if ((!plural && !op->name) || (plural && !op->name_pl))
744     return "(null)";
745 elmex 1.1
746 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
747     return op->name; /* To speed things up (or make things slower?) */
748 elmex 1.1
749 root 1.39 static dynbuf_text buf; buf.clear ();
750    
751 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
752 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
753     if (op->arch->materialname != mt->name)
754     buf << mt->description << ' ';
755 root 1.20
756 root 1.39 buf << (plural ? op->name_pl : op->name);
757 elmex 1.1
758 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
759 root 1.39 buf << ' ' << op->title;
760 elmex 1.1
761 root 1.4 switch (op->type)
762     {
763 root 1.20 case SPELLBOOK:
764     case SCROLL:
765     case WAND:
766     case ROD:
767     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
768     {
769     if (!op->title)
770 root 1.39 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
771    
772 root 1.20 if (op->type != SPELLBOOK)
773 root 1.39 buf.printf (" (lvl %d)", op->level);
774 root 1.20 }
775     break;
776 elmex 1.1
777    
778 root 1.20 case SKILL:
779     case AMULET:
780     case RING:
781     if (!op->title)
782     {
783     /* If ring has a title, full description isn't so useful */
784 root 1.25 const char *s = ring_desc (op);
785 root 1.4
786 root 1.39 if (s && *s)
787     buf << ' ' << s;
788 root 1.20 }
789     break;
790 root 1.29
791 root 1.20 default:
792     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
793 root 1.39 buf.printf (" %+d", op->magic);
794 elmex 1.1 }
795 root 1.20
796 root 1.4 return buf;
797 elmex 1.1 }
798    
799     /* Break this off from describe_item - that function was way
800     * too long, making it difficult to read. This function deals
801     * with describing the monsters & players abilities. It should only
802     * be called with monster & player objects. Returns a description
803     * in a static buffer.
804     */
805 root 1.39 static const char *
806 root 1.4 describe_monster (const object *op)
807     {
808 root 1.39 static dynbuf_text buf; buf.clear ();
809 root 1.4
810     /* Note that the resolution this provides for players really isn't
811     * very good. Any player with a speed greater than .67 will
812     * fall into the 'lightning fast movement' category.
813     */
814 elmex 1.16 if (op->has_active_speed ())
815 root 1.39 switch ((int) ((FABS (op->speed)) * 15))
816     {
817     case 0:
818     buf << "(very slow movement";
819     break;
820     case 1:
821     buf << "(slow movement)";
822     break;
823     case 2:
824     buf << "(normal movement)";
825     break;
826     case 3:
827     case 4:
828     buf << "(fast movement)";
829     break;
830     case 5:
831     case 6:
832     buf << "(very fast movement)";
833     break;
834     case 7:
835     case 8:
836     case 9:
837     case 10:
838     buf << "(extremely fast movement)";
839     break;
840     default:
841     buf << "(lightning fast movement)";
842     break;
843     }
844    
845     if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
846     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
847     if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
848     if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
849     if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
850     if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
851     if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
852     if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
853     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
854     if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
855     if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
856     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
857     if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
858     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
859    
860     if (op->randomitems)
861 root 1.4 {
862 root 1.39 bool first = 1;
863 root 1.4
864 root 1.39 for (treasure *t = op->randomitems->items; t; t = t->next)
865 root 1.37 if (t->item && t->item->type == SPELL)
866 root 1.4 {
867     if (first)
868 root 1.39 buf << "(Spell abilities:)";
869    
870     first = 0;
871    
872     buf << '(' << t->item->object::name << ')';
873 root 1.4 }
874     }
875 root 1.39
876 root 1.4 if (op->type == PLAYER)
877     {
878     if (op->contr->digestion)
879 root 1.39 buf.printf ("(sustenance%+d)", op->contr->digestion);
880    
881 root 1.4 if (op->contr->gen_grace)
882 root 1.39 buf.printf ("(grace%+d)", op->contr->gen_grace);
883    
884 root 1.4 if (op->contr->gen_sp)
885 root 1.39 buf.printf ("(magic%+d)", op->contr->gen_sp);
886    
887 root 1.4 if (op->contr->gen_hp)
888 root 1.39 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
889    
890 root 1.4 if (op->stats.luck)
891 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
892 elmex 1.1 }
893 root 1.4
894     /* describe attacktypes */
895     if (is_dragon_pl (op))
896     {
897     /* for dragon players display the attacktypes from clawing skill
898     * Break apart the for loop - move the comparison checking down -
899     * this makes it more readable.
900     */
901     object *tmp;
902    
903 root 1.39 for (tmp = op->inv; tmp; tmp = tmp->below)
904     if (tmp->type == SKILL && tmp->name == shstr_clawing)
905 root 1.4 break;
906    
907 root 1.39 if (tmp && tmp->attacktype)
908     buf.add_abilities ("Claws", tmp->attacktype);
909 root 1.4 else
910 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
911 elmex 1.1 }
912 root 1.4 else
913 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
914 root 1.21
915 root 1.39 buf.add_paths ("Attuned" , op->path_attuned);
916     buf.add_paths ("Repelled", op->path_repelled);
917     buf.add_paths ("Denied" , op->path_denied);
918 root 1.22
919 root 1.39 for (int i = 0; i < NROFATTACKS; i++)
920 root 1.22 if (op->resist[i])
921 root 1.39 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
922 root 1.22
923 root 1.39 return buf;
924 elmex 1.1 }
925    
926     /*
927     * Returns a pointer to a static buffer which contains a
928     * description of the given object.
929     * If it is a monster, lots of information about its abilities
930     * will be returned.
931     * If it is an item, lots of information about which abilities
932     * will be gained about its user will be returned.
933     * If it is a player, it writes out the current abilities
934     * of the player, which is usually gained by the items applied.
935     * It would be really handy to actually pass another object
936     * pointer on who is examining this object. Then, you could reveal
937     * certain information depending on what the examiner knows, eg,
938     * wouldn't need to use the SEE_INVISIBLE flag to know it is
939     * a dragon player examining food. Could have things like
940     * a dwarven axe, in which the full abilities are only known to
941     * dwarves, etc.
942     *
943     * This function is really much more complicated than it should
944     * be, because different objects have different meanings
945     * for the same field (eg, wands use 'food' for charges). This
946     * means these special cases need to be worked out.
947     *
948     * Add 'owner' who is the person examining this object.
949     * owner can be null if no one is being associated with this
950     * item (eg, debug dump or the like)
951     */
952 root 1.25 const char *
953 root 1.4 describe_item (const object *op, object *owner)
954     {
955 root 1.39 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
956     return describe_monster (op);
957    
958     static dynbuf_text buf; buf.clear ();
959 root 1.4 int identified, i;
960    
961     /* figure this out once, instead of making multiple calls to need_identify.
962     * also makes the code easier to read.
963     */
964 root 1.39 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
965     if (!identified)
966     buf << "(unidentified)";
967    
968 root 1.4 switch (op->type)
969     {
970 root 1.39 case BOW:
971     case ARROW:
972     case WAND:
973     case ROD:
974     case HORN:
975     case WEAPON:
976     case ARMOUR:
977     case HELMET:
978     case SHIELD:
979     case BOOTS:
980     case GLOVES:
981     case GIRDLE:
982     case BRACERS:
983     case CLOAK:
984     case SKILL_TOOL:
985     break; /* We have more information to do below this switch */
986    
987     case POWER_CRYSTAL:
988     if (op->stats.maxsp > 1000)
989     { /*higher capacity crystals */
990     i = (op->stats.maxsp % 1000) / 100;
991    
992     if (i)
993     buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
994     else
995     buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
996     }
997     else
998     buf.printf ("(capacity %d). It is ", op->stats.maxsp);
999    
1000     i = (op->stats.sp * 10) / op->stats.maxsp;
1001     if (op->stats.sp == 0)
1002     buf << "empty.";
1003     else if (i == 0)
1004     buf << "almost empty.";
1005     else if (i < 3)
1006     buf << "partially filled.";
1007     else if (i < 6)
1008     buf << "half full.";
1009     else if (i < 9)
1010     buf << "well charged.";
1011     else if (op->stats.sp == op->stats.maxsp)
1012     buf << "fully charged.";
1013     else
1014     buf << "almost full.";
1015     break;
1016    
1017     case FOOD:
1018     case FLESH:
1019     case DRINK:
1020     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1021     {
1022     buf.printf ("(food+%d)", op->stats.food);
1023    
1024     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1025     buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1026    
1027     if (!QUERY_FLAG (op, FLAG_CURSED))
1028     {
1029     if (op->stats.hp) buf << "(heals)";
1030     if (op->stats.sp) buf << "(spellpoint regen)";
1031     }
1032     else
1033     {
1034     if (op->stats.hp) buf << "(damages)";
1035     if (op->stats.sp) buf << "(spellpoint depletion)";
1036     }
1037     }
1038     break;
1039    
1040     case SKILL:
1041     case RING:
1042     case AMULET:
1043     if (op->item_power)
1044     buf.printf ("(item_power %+d)", op->item_power);
1045 root 1.2
1046 root 1.39 if (op->title)
1047     buf << ring_desc (op);
1048 root 1.2
1049 root 1.39 return buf;
1050 elmex 1.1
1051 root 1.39 default:
1052     return buf;
1053 elmex 1.1 }
1054    
1055 root 1.4 /* Down here, we more further describe equipment type items.
1056     * only describe them if they have been identified or the like.
1057     */
1058     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1059     {
1060     int attr, val;
1061    
1062     for (attr = 0; attr < NUM_STATS; attr++)
1063 root 1.39 if ((val = op->stats.stat (attr)))
1064     buf.printf ("(%s%+d)", short_stat_name[attr], val);
1065 root 1.2
1066 root 1.4 if (op->stats.exp)
1067 root 1.39 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1068    
1069     switch (op->type)
1070 root 1.4 {
1071 root 1.39 case BOW:
1072     case ARROW:
1073     case GIRDLE:
1074     case HELMET:
1075     case SHIELD:
1076     case BOOTS:
1077     case GLOVES:
1078     case WEAPON:
1079     case SKILL:
1080     case RING:
1081     case AMULET:
1082     case ARMOUR:
1083     case BRACERS:
1084     case FORCE:
1085     case CLOAK:
1086     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1087     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1088     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1089 root 1.2
1090 root 1.39 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1091     buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1092 root 1.2
1093 root 1.39 break;
1094 root 1.2
1095 root 1.39 default:
1096     break;
1097 root 1.2 }
1098 root 1.39
1099     if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1100     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1101 root 1.4
1102     /* levitate was what is was before, so we'll keep it */
1103 root 1.39 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1104     if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1105     if (op->move_type & MOVE_SWIM) buf << "(swim)";
1106 root 1.4
1107     /* walking is presumed as 'normal', so doesn't need mentioning */
1108    
1109     if (op->item_power)
1110 root 1.39 buf.printf ("(item_power %+d)", op->item_power);
1111 root 1.4 } /* End if identified or applied */
1112    
1113     /* This blocks only deals with fully identified object.
1114     * it is intentional that this is not an 'else' from a above -
1115     * in this way, information is added.
1116     */
1117     if (identified)
1118     {
1119     int more_info = 0;
1120    
1121     switch (op->type)
1122     {
1123 root 1.39 case ROD: /* These use stats.sp for spell selection and stats.food */
1124     case HORN: /* and stats.hp for spell-point regeneration... */
1125     case BOW:
1126     case ARROW:
1127     case WAND:
1128     case FOOD:
1129     case FLESH:
1130     case DRINK:
1131     more_info = 0;
1132     break;
1133    
1134     /* Armor type objects */
1135     case ARMOUR:
1136     case HELMET:
1137     case SHIELD:
1138     case BOOTS:
1139     case GLOVES:
1140     case GIRDLE:
1141     case BRACERS:
1142     case CLOAK:
1143     if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1144     if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1145     more_info = 1;
1146     break;
1147 root 1.4
1148 root 1.39 case WEAPON:
1149     /* Calculate it the same way fix_player does so the results
1150     * make sense.
1151     */
1152     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1153     if (i < 0)
1154     i = 0;
1155    
1156     buf.printf ("(weapon speed %d)", i);
1157     more_info = 1;
1158     break;
1159 root 1.4 }
1160 root 1.39
1161 root 1.4 if (more_info)
1162     {
1163 root 1.39 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1164     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1165     if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1166     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1167 root 1.2 }
1168    
1169 root 1.4 if (op->stats.luck)
1170 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
1171    
1172     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1173     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1174     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1175     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1176    
1177     if (op->slaying && op->type != FOOD)
1178     buf.printf ("(slay %s)", &op->slaying);
1179    
1180     buf.add_abilities ("Attacks", op->attacktype);
1181 root 1.4 /* resistance on flesh is only visible for quetzals. If
1182     * non flesh, everyone can see its resistances
1183     */
1184     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1185 root 1.39 buf << describe_resistance (op, 0);
1186    
1187     buf.add_paths ("Attuned", op->path_attuned);
1188     buf.add_paths ("Repelled", op->path_repelled);
1189     buf.add_paths ("Denied", op->path_denied);
1190 elmex 1.1 }
1191    
1192 root 1.39 return buf;
1193 elmex 1.1 }
1194    
1195 root 1.26 std::string
1196     object::describe_item (object *who)
1197     {
1198     return std::string (::describe_item (this, who));
1199     }
1200    
1201 root 1.40 void
1202     examine (object *op, object *tmp)
1203     {
1204 root 1.45 std::string info = tmp->describe (op);
1205     op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1206 root 1.40 }
1207    
1208     /*
1209     * inventory prints object's inventory. If inv==NULL then print player's
1210     * inventory.
1211     * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1212     */
1213     const char *
1214     object::query_inventory (object *who, const char *indent)
1215     {
1216     static dynbuf_text buf; buf.clear ();
1217    
1218     for (object *tmp = inv; tmp; tmp = tmp->below)
1219     if (who && QUERY_FLAG (who, FLAG_WIZ))
1220     buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1221     else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1222     buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1223    
1224     if (buf.size ())
1225     buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1226     else
1227     buf.printf ("%s(empty)\n", indent);
1228    
1229     return buf;
1230     }
1231    
1232 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1233     * increases/decreases any abilities, provides a resistance,
1234     * has a generic magical bonus, or is an artifact.
1235     * This function is used by detect_magic to determine if an item
1236     * should be marked as magical.
1237     */
1238 root 1.4 int
1239     is_magical (const object *op)
1240     {
1241     int i;
1242 elmex 1.1
1243 root 1.4 /* living creatures are considered non magical */
1244     if (QUERY_FLAG (op, FLAG_ALIVE))
1245     return 0;
1246 elmex 1.1
1247 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1248     if (op->title != NULL)
1249     return 1;
1250    
1251     /* Handle rings and amulets specially. If they change any of these
1252     * values, it means they are magical.
1253     */
1254     if ((op->type == AMULET || op->type == RING) &&
1255     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1256     return 1;
1257    
1258     /* Check for stealty, speed, flying, or just plain magic in the boots */
1259     /* Presume any boots that hvae a move_type are special. */
1260     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1261     return 1;
1262    
1263     /* Take care of amulet/shield that reflects spells/missiles */
1264     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1265     return 1;
1266    
1267     /* Take care of helmet of xrays */
1268     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1269     return 1;
1270    
1271     /* Potions & rods are always magical. Wands/staves are also magical,
1272     * assuming they still have any charges left.
1273     */
1274     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1275     return 1;
1276    
1277     /* if something gives a protection, either positive or negative, its magical */
1278     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1279     * so this always works out fine.
1280     */
1281     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1282     if (op->resist[i])
1283     return 1;
1284    
1285     /* Physical protection is expected on some item types, so they should
1286     * not be considered magical.
1287     */
1288     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1289     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1290     return 1;
1291    
1292     /* power crystal, spellbooks, and scrolls are always magical. */
1293     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1294     return 1;
1295    
1296     /* Check to see if it increases/decreases any stats */
1297     for (i = 0; i < NUM_STATS; i++)
1298 root 1.33 if (op->stats.stat (i))
1299 root 1.4 return 1;
1300    
1301     /* If it doesn't fall into any of the above categories, must
1302     * be non magical.
1303     */
1304     return 0;
1305 elmex 1.1 }
1306    
1307     /* need_identify returns true if the item should be identified. This
1308     * function really should not exist - by default, any item not identified
1309     * should need it.
1310     */
1311    
1312 root 1.4 int
1313     need_identify (const object *op)
1314     {
1315     switch (op->type)
1316     {
1317 root 1.33 case RING:
1318     case WAND:
1319     case ROD:
1320     case HORN:
1321     case SCROLL:
1322     case SKILL:
1323     case SKILLSCROLL:
1324     case SPELLBOOK:
1325     case FOOD:
1326     case POTION:
1327     case BOW:
1328     case ARROW:
1329     case WEAPON:
1330     case ARMOUR:
1331     case SHIELD:
1332     case HELMET:
1333     case AMULET:
1334     case BOOTS:
1335     case GLOVES:
1336     case BRACERS:
1337     case GIRDLE:
1338     case CONTAINER:
1339     case DRINK:
1340     case FLESH:
1341     case INORGANIC:
1342     case CLOSE_CON:
1343     case CLOAK:
1344     case GEM:
1345     case POWER_CRYSTAL:
1346     case POISON:
1347     case BOOK:
1348     case SKILL_TOOL:
1349     return 1;
1350 elmex 1.1 }
1351 root 1.33
1352 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1353     * archetype file can be updated, and this function removed.
1354     */
1355 elmex 1.1 #if 0
1356 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1357 elmex 1.1 #endif
1358 root 1.4 return 0;
1359 elmex 1.1 }
1360    
1361     /*
1362     * Supposed to fix face-values as well here, but later.
1363     */
1364 root 1.4 void
1365     identify (object *op)
1366     {
1367     SET_FLAG (op, FLAG_IDENTIFIED);
1368     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1369     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1370    
1371     /*
1372     * We want autojoining of equal objects:
1373     */
1374     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1375     SET_FLAG (op, FLAG_KNOWN_CURSED);
1376    
1377     if (op->type == POTION)
1378     {
1379     if (op->inv && op->randomitems)
1380     op->title = op->inv->name;
1381     else if (op->arch)
1382     {
1383 root 1.48 op->name = op->arch->object::name;
1384 root 1.37 op->name_pl = op->arch->object::name_pl;
1385 root 1.4 }
1386 elmex 1.1 }
1387    
1388 root 1.4 /* If the object is on a map, make sure we update its face */
1389     if (op->map)
1390 root 1.24 update_object (op, UP_OBJ_CHANGE);
1391 root 1.50
1392     if (object *pl = op->visible_to ())
1393 root 1.48 /* A lot of the values can change from an update - might as well send
1394     * it all.
1395     */
1396     esrv_send_item (pl, op);
1397 elmex 1.1 }
1398 root 1.9