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/cvs/deliantra/server/common/item.C
Revision: 1.54
Committed: Mon Jan 12 00:17:22 2009 UTC (15 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_76, rel-2_77, rel-2_79, rel-2_78
Changes since 1.53: +41 -0 lines
Log Message:
added new lamp and torch system.

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 1.53 * Copyright (©) 2005,2006,2007,2008,2009 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 1.53 return enc_to_item_power [clamp (ench, 0, 20)];
258 elmex 1.1 }
259    
260     /* This takes an object 'op' and figures out what its item_power
261     * rating should be. This should only really be used by the treasure
262     * generation code, and when loading legacy objects. It returns
263     * the item_power it calculates.
264     * If flag is 1, we return the number of enchantment, and not the
265     * the power. This is used in the treasure code.
266     */
267 root 1.4 int
268     calc_item_power (const object *op, int flag)
269 elmex 1.1 {
270 root 1.4 int i, tmp, enc;
271 elmex 1.1
272 root 1.4 enc = 0;
273     for (i = 0; i < NUM_STATS; i++)
274 root 1.33 enc += op->stats.stat (i);
275 root 1.4
276     /* This protection logic is pretty flawed. 20% fire resistance
277     * is much more valuable than 20% confusion, or 20% slow, or
278     * several others. Start at 1 - ignore physical - all that normal
279     * armour shouldn't be counted against
280     */
281     tmp = 0;
282     for (i = 1; i < NROFATTACKS; i++)
283     tmp += op->resist[i];
284    
285     /* Add/substract 10 so that the rounding works out right */
286     if (tmp > 0)
287     enc += (tmp + 10) / 20;
288     else if (tmp < 0)
289     enc += (tmp - 10) / 20;
290    
291     enc += op->magic;
292    
293     /* For each attacktype a weapon has, one more encantment. Start at 1 -
294     * physical doesn't count against total.
295     */
296     if (op->type == WEAPON)
297     {
298     for (i = 1; i < NROFATTACKS; i++)
299     if (op->attacktype & (1 << i))
300     enc++;
301 root 1.49
302 root 1.4 if (op->slaying)
303     enc += 2; /* What it slays is probably more relevent */
304     }
305 root 1.49
306 root 1.4 /* Items the player can equip */
307     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308     (op->type == SHIELD) || (op->type == RING) ||
309     (op->type == BOOTS) || (op->type == GLOVES) ||
310     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
311     {
312     enc += op->stats.food; /* sustenance */
313     enc += op->stats.hp; /* hp regen */
314     enc += op->stats.sp; /* mana regen */
315     enc += op->stats.grace; /* grace regen */
316     enc += op->stats.exp; /* speed bonus */
317     }
318 root 1.49
319 root 1.4 enc += op->stats.luck;
320    
321     /* Do spell paths now */
322     for (i = 1; i < NRSPELLPATHS; i++)
323     {
324     if (op->path_attuned & (1 << i))
325     enc++;
326     else if (op->path_denied & (1 << i))
327     enc -= 2;
328     else if (op->path_repelled & (1 << i))
329     enc--;
330     }
331    
332     if (QUERY_FLAG (op, FLAG_LIFESAVE))
333     enc += 5;
334     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
335     enc += 3;
336     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
337     enc += 2;
338     if (QUERY_FLAG (op, FLAG_STEALTH))
339     enc += 1;
340     if (QUERY_FLAG (op, FLAG_XRAYS))
341     enc += 2;
342     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343     enc += 1;
344     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345     enc += 1;
346 elmex 1.1
347 root 1.4 return get_power_from_ench (enc);
348 elmex 1.1 }
349    
350     /* returns the typedata that has a number equal to itemtype, if there
351     * isn't one, returns NULL */
352 root 1.4 const typedata *
353     get_typedata (int itemtype)
354     {
355     int i;
356    
357     for (i = 0; i < item_types_size; i++)
358     if (item_types[i].number == itemtype)
359     return &item_types[i];
360 root 1.49
361 root 1.4 return NULL;
362 elmex 1.1 }
363    
364     /* returns the typedata that has a name equal to itemtype, if there
365     * isn't one, return the plural name that matches, if there still isn't
366     * one return NULL */
367 root 1.4 const typedata *
368     get_typedata_by_name (const char *name)
369     {
370     int i;
371    
372     for (i = 0; i < item_types_size; i++)
373     if (!strcmp (item_types[i].name, name))
374     return &item_types[i];
375 root 1.49
376 root 1.4 for (i = 0; i < item_types_size; i++)
377     if (!strcmp (item_types[i].name_pl, name))
378     {
379     LOG (llevInfo,
380 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);
381 root 1.4 return &item_types[i];
382     }
383 root 1.49
384 root 1.4 return NULL;
385 elmex 1.1 }
386 root 1.4
387 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
388     * returns a static array of the description. This can return
389     * a big buffer.
390     * if newline is true, we don't put parens around the description
391     * but do put a newline at the end. Useful when dumping to files
392     */
393 root 1.25 const char *
394 root 1.4 describe_resistance (const object *op, int newline)
395 elmex 1.1 {
396 root 1.4 static char buf[VERY_BIG_BUF];
397     char buf1[VERY_BIG_BUF];
398     int tmpvar;
399    
400     buf[0] = 0;
401     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
402     {
403     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
404     {
405     if (!newline)
406     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
407     else
408     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
409 elmex 1.1
410 root 1.4 strcat (buf, buf1);
411     }
412 elmex 1.1 }
413 root 1.4 return buf;
414 elmex 1.1 }
415    
416    
417     /*
418     * query_weight(object) returns a character pointer to a static buffer
419     * containing the text-representation of the weight of the given object.
420     * The buffer will be overwritten by the next call to query_weight().
421     */
422 root 1.25 const char *
423 root 1.4 query_weight (const object *op)
424     {
425 elmex 1.1 static char buf[10];
426 root 1.46 sint32 i = op->total_weight ();
427 elmex 1.1
428 root 1.4 if (op->weight < 0)
429 elmex 1.1 return " ";
430 root 1.25
431 root 1.4 if (i % 1000)
432     sprintf (buf, "%6.1f", i / 1000.0);
433 elmex 1.1 else
434 root 1.4 sprintf (buf, "%4d ", i / 1000);
435 root 1.25
436 elmex 1.1 return buf;
437     }
438    
439     /*
440     * Returns the pointer to a static buffer containing
441     * the number requested (of the form first, second, third...)
442     */
443 root 1.25 const char *
444 root 1.4 get_levelnumber (int i)
445     {
446 elmex 1.1 static char buf[MAX_BUF];
447 root 1.4
448     if (i > 99)
449     {
450     sprintf (buf, "%d.", i);
451     return buf;
452     }
453 root 1.25
454 root 1.4 if (i < 21)
455 elmex 1.1 return levelnumbers[i];
456 root 1.4 if (!(i % 10))
457     return levelnumbers_10[i / 10];
458 root 1.25
459 root 1.4 strcpy (buf, numbers_10[i / 10]);
460     strcat (buf, levelnumbers[i % 10]);
461 elmex 1.1 return buf;
462     }
463    
464     /*
465     * get_number(integer) returns the text-representation of the given number
466     * in a static buffer. The buffer might be overwritten at the next
467     * call to get_number().
468     * It is currently only used by the query_name() function.
469     */
470 root 1.25 const char *
471 root 1.4 get_number (int i)
472     {
473     if (i <= 20)
474 elmex 1.1 return numbers[i];
475 root 1.4 else
476     {
477     static char buf[MAX_BUF];
478    
479     sprintf (buf, "%d", i);
480     return buf;
481     }
482 elmex 1.1 }
483    
484     /*
485     * Returns pointer to static buffer containing ring's or amulet's
486     * abilities
487     * These are taken from old query_name(), but it would work better
488     * if describle_item() would be called to get this information and
489     * caller would handle FULL_RING_DESCRIPTION definition.
490     * Or make FULL_RING_DESCRIPTION standard part of a game and let
491     * client handle names.
492     */
493 root 1.4
494 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
495     * from stats.sp - b.t.
496     */
497 root 1.25 const char *
498 root 1.4 ring_desc (const object *op)
499 elmex 1.1 {
500 root 1.39 static dynbuf_text buf; buf.clear ();
501 root 1.4 int attr, val, len;
502 elmex 1.1
503 root 1.39 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
504     {
505     for (attr = 0; attr < NUM_STATS; attr++)
506     if ((val = op->stats.stat (attr)))
507     buf.printf ("(%s%+d)", short_stat_name[attr], val);
508 elmex 1.1
509 root 1.39 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
510     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
511     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
512     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
513    
514     buf << describe_resistance (op, 0);
515    
516     if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
517     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
518     if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
519     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
520     if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
521    
522     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
523     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
524     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
525     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
526    
527     buf.add_paths ("Attuned" , op->path_attuned);
528     buf.add_paths ("Repelled", op->path_repelled);
529     buf.add_paths ("Denied" , op->path_denied);
530 root 1.4
531 root 1.39 if (buf.empty ())
532     buf << "of adornment";
533 root 1.4 }
534 root 1.27
535 root 1.4 return buf;
536 elmex 1.1 }
537    
538     /*
539     * query_short_name(object) is similar to query_name, but doesn't
540     * contain any information about object status (worn/cursed/etc.)
541     */
542 root 1.4 const char *
543     query_short_name (const object *op)
544 elmex 1.1 {
545 root 1.52 if (!op->name)
546 root 1.4 return "(null)";
547 root 1.5
548 root 1.42 if (!op->nrof
549     && !op->weight
550     && !op->title
551     && !is_magical (op)
552     && op->slaying != shstr_money)
553 root 1.4 return op->name; /* To speed things up (or make things slower?) */
554    
555 root 1.42 static dynbuf_text buf; buf.clear ();
556    
557 root 1.39 buf << (op->nrof <= 1 ? op->name : op->name_pl);
558 root 1.4
559     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
560 root 1.39 buf << ' ' << op->title;
561 elmex 1.1
562 root 1.4 switch (op->type)
563     {
564 root 1.39 case SPELLBOOK:
565     case SCROLL:
566     case WAND:
567     case ROD:
568     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
569     {
570     if (!op->title)
571     buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
572    
573     if (op->type != SPELLBOOK)
574     buf.printf (" (lvl %d)", op->level);
575     }
576     break;
577    
578 root 1.53 case ALTAR:
579     case TRIGGER_ALTAR:
580     case IDENTIFY_ALTAR:
581     case CONVERTER:
582     if (op->slaying == shstr_money)
583     {
584     bool wrap = !!buf.size ();
585 root 1.42
586 root 1.53 if (wrap) buf << " [";
587 root 1.42
588 root 1.53 archetype *coin = 0;
589 root 1.42
590 root 1.53 for (char const *const *c = coins; *coins; ++c)
591     if ((coin = archetype::find (*c)))
592     if (op->stats.food % coin->value == 0)
593     break;
594 root 1.42
595 root 1.53 sint32 coins = op->stats.food / coin->value;
596 root 1.42
597 root 1.53 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
598 root 1.42
599 root 1.53 if (wrap) buf << ']';
600     }
601     break;
602 root 1.42
603 root 1.39 case SKILL:
604     case AMULET:
605     case RING:
606     if (!op->title)
607     {
608     /* If ring has a title, full description isn't so useful */
609     const char *s = ring_desc (op);
610 elmex 1.1
611 root 1.39 if (s && *s)
612     buf << " " << s;
613     }
614     break;
615 root 1.42
616 root 1.39 default:
617     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
618     buf.printf (" %+d", op->magic);
619 elmex 1.1 }
620 root 1.39
621 root 1.4 return buf;
622 elmex 1.1 }
623    
624     /*
625     * query_name(object) returns a character pointer pointing to a static
626     * buffer which contains a verbose textual representation of the name
627     * of the given object.
628     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
629     * you can make several calls to query_name before the bufs start getting
630     * overwritten. This may be a bad thing (it may be easier to assume the value
631     * returned is good forever.) However, it makes printing statements that
632     * use several names much easier (don't need to store them to temp variables.)
633     *
634     */
635 root 1.25 const char *
636 root 1.4 query_name (const object *op)
637     {
638 root 1.39 int len = 0;
639     static dynbuf_text bufs[5];
640 root 1.4 static int use_buf = 0;
641 elmex 1.1
642 root 1.4 use_buf++;
643     use_buf %= 5;
644 elmex 1.1
645 root 1.39 dynbuf_text &buf = bufs [use_buf];
646     buf.clear ();
647    
648 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
649 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
650     buf << mt->description << ' ';
651 elmex 1.1
652 root 1.39 buf << query_short_name (op);
653 elmex 1.1
654 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
655 root 1.39 buf << " *";
656 root 1.4 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
657 root 1.39 buf << " (open)";
658 root 1.4
659     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
660     {
661     if (QUERY_FLAG (op, FLAG_DAMNED))
662 root 1.39 buf << " (damned)";
663 root 1.4 else if (QUERY_FLAG (op, FLAG_CURSED))
664 root 1.39 buf << " (cursed)";
665 root 1.4 }
666 root 1.23
667 root 1.4 /* Basically, if the object is known magical (detect magic spell on it),
668     * and it isn't identified, print out the fact that
669     * it is magical. Assume that the detect magical spell will only set
670     * KNOWN_MAGICAL if the item actually is magical.
671     *
672     * Changed in V 0.91.4 - still print that the object is magical even
673     * if it has been applied. Equipping an item does not tell full
674     * abilities, especially for artifact items.
675     */
676     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
677 root 1.39 buf << " (magic)";
678 elmex 1.1
679     #if 0
680 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
681     * be returned in the name.
682     */
683     if (op->item_power)
684     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
685 elmex 1.1
686     #endif
687    
688 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
689     {
690     switch (op->type)
691     {
692 root 1.23 case BOW:
693     case WAND:
694     case ROD:
695     case HORN:
696 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
697 root 1.23 break;
698     case WEAPON:
699 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
700 root 1.23 break;
701     case ARMOUR:
702     case HELMET:
703     case SHIELD:
704     case RING:
705     case BOOTS:
706     case GLOVES:
707     case AMULET:
708     case GIRDLE:
709     case BRACERS:
710     case CLOAK:
711 root 1.39 buf << " (worn)";
712 root 1.23 break;
713     case CONTAINER:
714 root 1.39 buf << " (active)";
715 root 1.23 break;
716     case SKILL:
717     default:
718 root 1.39 buf << " (applied)";
719 root 1.2 }
720 elmex 1.1 }
721 root 1.23
722 elmex 1.54 switch (op->type)
723     {
724     case LAMP:
725     if (op->glow_radius)
726     buf << " (on)";
727     else if (op->stats.food <= 0)
728     buf << " (empty)";
729     else
730     buf << " (off)";
731     break;
732    
733     case TORCH:
734     if (op->glow_radius)
735     buf << " (burning)";
736     else if (op->stats.food <= 0)
737     buf << " (burned out)";
738     break;
739     }
740    
741 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
742 root 1.39 buf << " (unpaid)";
743 elmex 1.1
744 root 1.39 return buf;
745 elmex 1.1 }
746    
747     /*
748     * query_base_name(object) returns a character pointer pointing to a static
749     * buffer which contains a verbose textual representation of the name
750     * of the given object. The buffer will be overwritten at the next
751     * call to query_base_name(). This is a lot like query_name, but we
752     * don't include the item count or item status. Used for inventory sorting
753     * and sending to client.
754     * If plural is set, we generate the plural name of this.
755     */
756 root 1.4 const char *
757     query_base_name (const object *op, int plural)
758     {
759     if ((!plural && !op->name) || (plural && !op->name_pl))
760     return "(null)";
761 elmex 1.1
762 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
763     return op->name; /* To speed things up (or make things slower?) */
764 elmex 1.1
765 root 1.39 static dynbuf_text buf; buf.clear ();
766    
767 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
768 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
769     if (op->arch->materialname != mt->name)
770     buf << mt->description << ' ';
771 root 1.20
772 root 1.39 buf << (plural ? op->name_pl : op->name);
773 elmex 1.1
774 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
775 root 1.39 buf << ' ' << op->title;
776 elmex 1.1
777 root 1.4 switch (op->type)
778     {
779 root 1.20 case SPELLBOOK:
780     case SCROLL:
781     case WAND:
782     case ROD:
783     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
784     {
785     if (!op->title)
786 root 1.39 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
787    
788 root 1.20 if (op->type != SPELLBOOK)
789 root 1.39 buf.printf (" (lvl %d)", op->level);
790 root 1.20 }
791     break;
792 elmex 1.1
793    
794 root 1.20 case SKILL:
795     case AMULET:
796     case RING:
797     if (!op->title)
798     {
799     /* If ring has a title, full description isn't so useful */
800 root 1.25 const char *s = ring_desc (op);
801 root 1.4
802 root 1.39 if (s && *s)
803     buf << ' ' << s;
804 root 1.20 }
805     break;
806 root 1.29
807 root 1.20 default:
808     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
809 root 1.39 buf.printf (" %+d", op->magic);
810 elmex 1.1 }
811 root 1.20
812 root 1.4 return buf;
813 elmex 1.1 }
814    
815     /* Break this off from describe_item - that function was way
816     * too long, making it difficult to read. This function deals
817     * with describing the monsters & players abilities. It should only
818     * be called with monster & player objects. Returns a description
819     * in a static buffer.
820     */
821 root 1.39 static const char *
822 root 1.4 describe_monster (const object *op)
823     {
824 root 1.39 static dynbuf_text buf; buf.clear ();
825 root 1.4
826     /* Note that the resolution this provides for players really isn't
827     * very good. Any player with a speed greater than .67 will
828     * fall into the 'lightning fast movement' category.
829     */
830 elmex 1.16 if (op->has_active_speed ())
831 root 1.39 switch ((int) ((FABS (op->speed)) * 15))
832     {
833     case 0:
834 root 1.51 buf << "(very slow movement)";
835 root 1.39 break;
836     case 1:
837     buf << "(slow movement)";
838     break;
839     case 2:
840     buf << "(normal movement)";
841     break;
842     case 3:
843     case 4:
844     buf << "(fast movement)";
845     break;
846     case 5:
847     case 6:
848     buf << "(very fast movement)";
849     break;
850     case 7:
851     case 8:
852     case 9:
853     case 10:
854     buf << "(extremely fast movement)";
855     break;
856     default:
857     buf << "(lightning fast movement)";
858     break;
859     }
860    
861     if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
862     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
863     if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
864     if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
865     if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
866     if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
867     if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
868     if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
869     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
870     if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
871     if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
872     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
873     if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
874     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
875    
876     if (op->randomitems)
877 root 1.4 {
878 root 1.39 bool first = 1;
879 root 1.4
880 root 1.39 for (treasure *t = op->randomitems->items; t; t = t->next)
881 root 1.37 if (t->item && t->item->type == SPELL)
882 root 1.4 {
883     if (first)
884 root 1.39 buf << "(Spell abilities:)";
885    
886     first = 0;
887    
888     buf << '(' << t->item->object::name << ')';
889 root 1.4 }
890     }
891 root 1.39
892 root 1.4 if (op->type == PLAYER)
893     {
894     if (op->contr->digestion)
895 root 1.39 buf.printf ("(sustenance%+d)", op->contr->digestion);
896    
897 root 1.4 if (op->contr->gen_grace)
898 root 1.39 buf.printf ("(grace%+d)", op->contr->gen_grace);
899    
900 root 1.4 if (op->contr->gen_sp)
901 root 1.39 buf.printf ("(magic%+d)", op->contr->gen_sp);
902    
903 root 1.4 if (op->contr->gen_hp)
904 root 1.39 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
905    
906 root 1.4 if (op->stats.luck)
907 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
908 elmex 1.1 }
909 root 1.4
910     /* describe attacktypes */
911     if (is_dragon_pl (op))
912     {
913     /* for dragon players display the attacktypes from clawing skill
914     * Break apart the for loop - move the comparison checking down -
915     * this makes it more readable.
916     */
917     object *tmp;
918    
919 root 1.39 for (tmp = op->inv; tmp; tmp = tmp->below)
920     if (tmp->type == SKILL && tmp->name == shstr_clawing)
921 root 1.4 break;
922    
923 root 1.39 if (tmp && tmp->attacktype)
924     buf.add_abilities ("Claws", tmp->attacktype);
925 root 1.4 else
926 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
927 elmex 1.1 }
928 root 1.4 else
929 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
930 root 1.21
931 root 1.39 buf.add_paths ("Attuned" , op->path_attuned);
932     buf.add_paths ("Repelled", op->path_repelled);
933     buf.add_paths ("Denied" , op->path_denied);
934 root 1.22
935 root 1.39 for (int i = 0; i < NROFATTACKS; i++)
936 root 1.22 if (op->resist[i])
937 root 1.39 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
938 root 1.22
939 root 1.39 return buf;
940 elmex 1.1 }
941    
942     /*
943     * Returns a pointer to a static buffer which contains a
944     * description of the given object.
945     * If it is a monster, lots of information about its abilities
946     * will be returned.
947     * If it is an item, lots of information about which abilities
948     * will be gained about its user will be returned.
949     * If it is a player, it writes out the current abilities
950     * of the player, which is usually gained by the items applied.
951     * It would be really handy to actually pass another object
952     * pointer on who is examining this object. Then, you could reveal
953     * certain information depending on what the examiner knows, eg,
954     * wouldn't need to use the SEE_INVISIBLE flag to know it is
955     * a dragon player examining food. Could have things like
956     * a dwarven axe, in which the full abilities are only known to
957     * dwarves, etc.
958     *
959     * This function is really much more complicated than it should
960     * be, because different objects have different meanings
961     * for the same field (eg, wands use 'food' for charges). This
962     * means these special cases need to be worked out.
963     *
964     * Add 'owner' who is the person examining this object.
965     * owner can be null if no one is being associated with this
966     * item (eg, debug dump or the like)
967     */
968 root 1.25 const char *
969 root 1.4 describe_item (const object *op, object *owner)
970     {
971 root 1.39 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
972     return describe_monster (op);
973    
974     static dynbuf_text buf; buf.clear ();
975 root 1.4 int identified, i;
976    
977     /* figure this out once, instead of making multiple calls to need_identify.
978     * also makes the code easier to read.
979     */
980 root 1.39 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
981     if (!identified)
982     buf << "(unidentified)";
983    
984 root 1.4 switch (op->type)
985     {
986 root 1.39 case BOW:
987     case ARROW:
988     case WAND:
989     case ROD:
990     case HORN:
991     case WEAPON:
992     case ARMOUR:
993     case HELMET:
994     case SHIELD:
995     case BOOTS:
996     case GLOVES:
997     case GIRDLE:
998     case BRACERS:
999     case CLOAK:
1000     case SKILL_TOOL:
1001     break; /* We have more information to do below this switch */
1002    
1003     case POWER_CRYSTAL:
1004     if (op->stats.maxsp > 1000)
1005     { /*higher capacity crystals */
1006     i = (op->stats.maxsp % 1000) / 100;
1007    
1008     if (i)
1009     buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1010     else
1011     buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1012     }
1013     else
1014     buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1015    
1016     i = (op->stats.sp * 10) / op->stats.maxsp;
1017     if (op->stats.sp == 0)
1018     buf << "empty.";
1019     else if (i == 0)
1020     buf << "almost empty.";
1021     else if (i < 3)
1022     buf << "partially filled.";
1023     else if (i < 6)
1024     buf << "half full.";
1025     else if (i < 9)
1026     buf << "well charged.";
1027     else if (op->stats.sp == op->stats.maxsp)
1028     buf << "fully charged.";
1029     else
1030     buf << "almost full.";
1031     break;
1032    
1033 elmex 1.54 case LAMP:
1034     {
1035     int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1036     buf << "(fuel: ";
1037     if (percent == 0)
1038     buf << "empty";
1039     else if (percent < 10)
1040     buf << "very low";
1041     else if (percent < 25)
1042     buf << "low";
1043     else if (percent < 50)
1044     buf << "half empty";
1045     else if (percent < 75)
1046     buf << "half full";
1047     else if (percent < 95)
1048     buf << "well filled";
1049     else if (percent <= 100)
1050     buf << "full";
1051     buf << ")";
1052     }
1053     break;
1054    
1055 root 1.39 case FOOD:
1056     case FLESH:
1057     case DRINK:
1058     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1059     {
1060     buf.printf ("(food+%d)", op->stats.food);
1061    
1062     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1063     buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1064    
1065     if (!QUERY_FLAG (op, FLAG_CURSED))
1066     {
1067     if (op->stats.hp) buf << "(heals)";
1068     if (op->stats.sp) buf << "(spellpoint regen)";
1069     }
1070     else
1071     {
1072     if (op->stats.hp) buf << "(damages)";
1073     if (op->stats.sp) buf << "(spellpoint depletion)";
1074     }
1075     }
1076     break;
1077    
1078     case SKILL:
1079     case RING:
1080     case AMULET:
1081     if (op->item_power)
1082     buf.printf ("(item_power %+d)", op->item_power);
1083 root 1.2
1084 root 1.39 if (op->title)
1085     buf << ring_desc (op);
1086 root 1.2
1087 root 1.39 return buf;
1088 elmex 1.1
1089 root 1.39 default:
1090     return buf;
1091 elmex 1.1 }
1092    
1093 root 1.4 /* Down here, we more further describe equipment type items.
1094     * only describe them if they have been identified or the like.
1095     */
1096     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1097     {
1098     int attr, val;
1099    
1100     for (attr = 0; attr < NUM_STATS; attr++)
1101 root 1.39 if ((val = op->stats.stat (attr)))
1102     buf.printf ("(%s%+d)", short_stat_name[attr], val);
1103 root 1.2
1104 root 1.4 if (op->stats.exp)
1105 root 1.39 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1106    
1107     switch (op->type)
1108 root 1.4 {
1109 root 1.39 case BOW:
1110     case ARROW:
1111     case GIRDLE:
1112     case HELMET:
1113     case SHIELD:
1114     case BOOTS:
1115     case GLOVES:
1116     case WEAPON:
1117     case SKILL:
1118     case RING:
1119     case AMULET:
1120     case ARMOUR:
1121     case BRACERS:
1122     case FORCE:
1123     case CLOAK:
1124     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1125     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1126     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1127 root 1.2
1128 root 1.39 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1129     buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1130 root 1.2
1131 root 1.39 break;
1132 root 1.2
1133 root 1.39 default:
1134     break;
1135 root 1.2 }
1136 root 1.39
1137     if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1138     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1139 root 1.4
1140     /* levitate was what is was before, so we'll keep it */
1141 root 1.39 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1142     if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1143     if (op->move_type & MOVE_SWIM) buf << "(swim)";
1144 root 1.4
1145     /* walking is presumed as 'normal', so doesn't need mentioning */
1146    
1147     if (op->item_power)
1148 root 1.39 buf.printf ("(item_power %+d)", op->item_power);
1149 root 1.4 } /* End if identified or applied */
1150    
1151     /* This blocks only deals with fully identified object.
1152     * it is intentional that this is not an 'else' from a above -
1153     * in this way, information is added.
1154     */
1155     if (identified)
1156     {
1157     int more_info = 0;
1158    
1159     switch (op->type)
1160     {
1161 root 1.39 case ROD: /* These use stats.sp for spell selection and stats.food */
1162     case HORN: /* and stats.hp for spell-point regeneration... */
1163     case BOW:
1164     case ARROW:
1165     case WAND:
1166     case FOOD:
1167     case FLESH:
1168     case DRINK:
1169     more_info = 0;
1170     break;
1171    
1172     /* Armor type objects */
1173     case ARMOUR:
1174     case HELMET:
1175     case SHIELD:
1176     case BOOTS:
1177     case GLOVES:
1178     case GIRDLE:
1179     case BRACERS:
1180     case CLOAK:
1181     if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1182     if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1183     more_info = 1;
1184     break;
1185 root 1.4
1186 root 1.39 case WEAPON:
1187     /* Calculate it the same way fix_player does so the results
1188     * make sense.
1189     */
1190     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1191     if (i < 0)
1192     i = 0;
1193    
1194     buf.printf ("(weapon speed %d)", i);
1195     more_info = 1;
1196     break;
1197 root 1.4 }
1198 root 1.39
1199 root 1.4 if (more_info)
1200     {
1201 root 1.39 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1202     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1203     if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1204     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1205 root 1.2 }
1206    
1207 root 1.4 if (op->stats.luck)
1208 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
1209    
1210     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1211     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1212     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1213     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1214    
1215     if (op->slaying && op->type != FOOD)
1216     buf.printf ("(slay %s)", &op->slaying);
1217    
1218     buf.add_abilities ("Attacks", op->attacktype);
1219 root 1.4 /* resistance on flesh is only visible for quetzals. If
1220     * non flesh, everyone can see its resistances
1221     */
1222     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1223 root 1.39 buf << describe_resistance (op, 0);
1224    
1225     buf.add_paths ("Attuned", op->path_attuned);
1226     buf.add_paths ("Repelled", op->path_repelled);
1227     buf.add_paths ("Denied", op->path_denied);
1228 elmex 1.1 }
1229    
1230 root 1.39 return buf;
1231 elmex 1.1 }
1232    
1233 root 1.26 std::string
1234     object::describe_item (object *who)
1235     {
1236     return std::string (::describe_item (this, who));
1237     }
1238    
1239 root 1.40 void
1240     examine (object *op, object *tmp)
1241     {
1242 root 1.45 std::string info = tmp->describe (op);
1243     op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1244 root 1.40 }
1245    
1246     /*
1247     * inventory prints object's inventory. If inv==NULL then print player's
1248     * inventory.
1249     * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1250     */
1251     const char *
1252     object::query_inventory (object *who, const char *indent)
1253     {
1254     static dynbuf_text buf; buf.clear ();
1255    
1256     for (object *tmp = inv; tmp; tmp = tmp->below)
1257     if (who && QUERY_FLAG (who, FLAG_WIZ))
1258 root 1.53 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1259 root 1.40 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1260 root 1.53 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1261 root 1.40
1262     if (buf.size ())
1263 root 1.53 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1264 root 1.40 else
1265     buf.printf ("%s(empty)\n", indent);
1266    
1267     return buf;
1268     }
1269    
1270 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1271     * increases/decreases any abilities, provides a resistance,
1272     * has a generic magical bonus, or is an artifact.
1273     * This function is used by detect_magic to determine if an item
1274     * should be marked as magical.
1275     */
1276 root 1.4 int
1277     is_magical (const object *op)
1278     {
1279     int i;
1280 elmex 1.1
1281 root 1.4 /* living creatures are considered non magical */
1282     if (QUERY_FLAG (op, FLAG_ALIVE))
1283     return 0;
1284 elmex 1.1
1285 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1286     if (op->title != NULL)
1287     return 1;
1288    
1289     /* Handle rings and amulets specially. If they change any of these
1290     * values, it means they are magical.
1291     */
1292     if ((op->type == AMULET || op->type == RING) &&
1293     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1294     return 1;
1295    
1296     /* Check for stealty, speed, flying, or just plain magic in the boots */
1297     /* Presume any boots that hvae a move_type are special. */
1298     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1299     return 1;
1300    
1301     /* Take care of amulet/shield that reflects spells/missiles */
1302     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1303     return 1;
1304    
1305     /* Take care of helmet of xrays */
1306     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1307     return 1;
1308    
1309     /* Potions & rods are always magical. Wands/staves are also magical,
1310     * assuming they still have any charges left.
1311     */
1312     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1313     return 1;
1314    
1315     /* if something gives a protection, either positive or negative, its magical */
1316     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1317     * so this always works out fine.
1318     */
1319     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1320     if (op->resist[i])
1321     return 1;
1322    
1323     /* Physical protection is expected on some item types, so they should
1324     * not be considered magical.
1325     */
1326     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1327     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1328     return 1;
1329    
1330     /* power crystal, spellbooks, and scrolls are always magical. */
1331     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1332     return 1;
1333    
1334     /* Check to see if it increases/decreases any stats */
1335     for (i = 0; i < NUM_STATS; i++)
1336 root 1.33 if (op->stats.stat (i))
1337 root 1.4 return 1;
1338    
1339     /* If it doesn't fall into any of the above categories, must
1340     * be non magical.
1341     */
1342     return 0;
1343 elmex 1.1 }
1344    
1345     /* need_identify returns true if the item should be identified. This
1346     * function really should not exist - by default, any item not identified
1347     * should need it.
1348     */
1349    
1350 root 1.4 int
1351     need_identify (const object *op)
1352     {
1353     switch (op->type)
1354     {
1355 root 1.33 case RING:
1356     case WAND:
1357     case ROD:
1358     case HORN:
1359     case SCROLL:
1360     case SKILL:
1361     case SKILLSCROLL:
1362     case SPELLBOOK:
1363     case FOOD:
1364     case POTION:
1365     case BOW:
1366     case ARROW:
1367     case WEAPON:
1368     case ARMOUR:
1369     case SHIELD:
1370     case HELMET:
1371     case AMULET:
1372     case BOOTS:
1373     case GLOVES:
1374     case BRACERS:
1375     case GIRDLE:
1376     case CONTAINER:
1377     case DRINK:
1378     case FLESH:
1379     case INORGANIC:
1380     case CLOSE_CON:
1381     case CLOAK:
1382     case GEM:
1383     case POWER_CRYSTAL:
1384     case POISON:
1385     case BOOK:
1386     case SKILL_TOOL:
1387     return 1;
1388 elmex 1.1 }
1389 root 1.33
1390 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1391     * archetype file can be updated, and this function removed.
1392     */
1393 elmex 1.1 #if 0
1394 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1395 elmex 1.1 #endif
1396 root 1.4 return 0;
1397 elmex 1.1 }
1398    
1399     /*
1400     * Supposed to fix face-values as well here, but later.
1401     */
1402 root 1.4 void
1403     identify (object *op)
1404     {
1405     SET_FLAG (op, FLAG_IDENTIFIED);
1406     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1407     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1408    
1409     /*
1410     * We want autojoining of equal objects:
1411     */
1412     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1413     SET_FLAG (op, FLAG_KNOWN_CURSED);
1414    
1415     if (op->type == POTION)
1416     {
1417     if (op->inv && op->randomitems)
1418     op->title = op->inv->name;
1419     else if (op->arch)
1420     {
1421 root 1.48 op->name = op->arch->object::name;
1422 root 1.37 op->name_pl = op->arch->object::name_pl;
1423 root 1.4 }
1424 elmex 1.1 }
1425    
1426 root 1.4 /* If the object is on a map, make sure we update its face */
1427     if (op->map)
1428 root 1.24 update_object (op, UP_OBJ_CHANGE);
1429 root 1.50
1430     if (object *pl = op->visible_to ())
1431 root 1.48 /* A lot of the values can change from an update - might as well send
1432     * it all.
1433     */
1434     esrv_send_item (pl, op);
1435 elmex 1.1 }
1436 root 1.9