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Revision: 1.58
Committed: Mon Oct 12 14:00:57 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.57: +7 -6 lines
Log Message:
clarify license

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 1.58 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.58 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.36 *
22 root 1.41 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.19 */
24 elmex 1.1
25     #include <global.h>
26     #include <living.h>
27     #include <spells.h>
28    
29 root 1.42 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30    
31 elmex 1.1 /* the ordering of this is actually doesn't make a difference
32     * However, for ease of use, new entries should go at the end
33     * so those people that debug the code that get used to something
34     * being in the location 4 don't get confused.
35     *
36     * The ordering in save_name, use_name, nonuse_name.
37     * save_name is the name used to load/save it from files. It should
38     * match that of the doc/Developers/objects. The only
39     * real limitation is that it shouldn't have spaces or other characters
40     * that may mess up the match code. It must also start with body_
41     * use_name is how we describe the location if we can use it.
42     * nonuse_name is how we describe it if we can't use it. I think
43     * the values below will make it pretty clear how those work out
44     * They are basically there to make life a little easier - if a character
45     * examines an item and it says it goes on 'your arm', its pretty clear
46     * they can use it. See the last sample (commented out) for a dragon
47     * Note that using the term 'human' may not be very accurate, humanoid
48     * may be better.
49     * Basically, for the use/nonuse, the code does something like:
50     * "This item goes %s\n", with the use/nonuse values filling in the %s
51     */
52     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 root 1.35 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54     {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55     {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56     {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57     {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58     {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59     {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60     {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61     {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62     {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63     {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64     {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65     {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66     {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
68     };
69    
70     static char numbers[21][20] = {
71 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73     "eighteen", "nineteen", "twenty"
74 elmex 1.1 };
75    
76     static char numbers_10[10][20] = {
77 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78     "eighty", "ninety"
79 elmex 1.1 };
80    
81     static char levelnumbers[21][20] = {
82 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
83 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
84     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
85     "nineteen", "twentieth"
86     };
87    
88     static char levelnumbers_10[11][20] = {
89 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
90     "seventieth", "eightieth", "ninetieth"
91 elmex 1.1 };
92    
93     /* The following is a large table of item types, the fields are:
94     * item number, item name, item name (plural), and two numbers that are the skills
95     * used to identify them. Anytime a new item type is added or removed, this list
96     * should be altered to reflect that. The defines for the numerical values are in
97     * define.h
98     */
99     static const typedata item_types[] = {
100 root 1.4 {PLAYER, "player", "players", 0, 0},
101     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
102     {TREASURE, "treasure", "treasure", 0, 0},
103     {POTION, "potion", "potions", SK_ALCHEMY, 0},
104     {FOOD, "food", "food", SK_WOODSMAN, 0},
105     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
106     {BOOK, "book", "books", SK_LITERACY, 0},
107     {CLOCK, "clock", "clocks", 0, 0},
108     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
109     {BOW, "bow", "bows", SK_BOWYER, 0},
110     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
111     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
112     {PEDESTAL, "pedestal", "pedestals", 0, 0},
113     {ALTAR, "altar", "altars", 0, 0},
114     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
115     {SPECIAL_KEY, "special key", "special keys", 0, 0},
116     {MAP, "map", "maps", 0, 0},
117     {DOOR, "door", "doors", 0, 0},
118     {KEY, "key", "keys", 0, 0},
119     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
120     {TRIGGER, "trigger", "triggers", 0, 0},
121     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
122     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
123     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
124     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
125     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
126     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
127     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
128     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
129     {MONEY, "money", "money", 0, 0},
130     {CLASS, "class", "classes", 0, 0},
131     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
132     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
133     {PLAYERMOVER, "player mover", "player movers", 0, 0},
134     {TELEPORTER, "teleporter", "teleporters", 0, 0},
135     {CREATOR, "creator", "creators", 0, 0},
136     {SKILL, "skill", "skills", 0, 0},
137     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
138     {GOLEM, "golem", "golems", 0, 0},
139     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
140     {BLINDNESS, "blindness", "blindness", 0, 0},
141     {GOD, "god", "gods", 0, 0},
142     {DETECTOR, "detector", "detectors", 0, 0},
143     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
144     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
145     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
146     {MARKER, "marker", "markers", 0, 0},
147     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
148     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
149     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
150     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
151     {GEM, "gem", "gems", SK_JEWELER, 0},
152     {FIREWALL, "firewall", "firewalls", 0, 0},
153     {ANVIL, "anvil", "anvils", 0, 0},
154     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
155     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
156     {EXIT, "exit", "exits", 0, 0},
157     {ENCOUNTER, "encounter", "encounters", 0, 0},
158     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
159     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
160     {RING, "ring", "rings", SK_JEWELER, 0},
161     {FLOOR, "floor", "floors", 0, 0},
162     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
163     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
164     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
165     {LIGHTER, "lighter", "lighters", 0, 0},
166 elmex 1.12 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
167 root 1.4 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168     {LAMP, "lamp", "lamps", 0, 0},
169     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172     {SPINNER, "spinner", "spinners", 0, 0},
173     {GATE, "gate", "gates", 0, 0},
174     {BUTTON, "button", "buttons", 0, 0},
175     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
176     {HOLE, "hole", "holes", 0, 0},
177     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
178     {SIGN, "sign", "signs", 0, 0},
179     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
180     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
181     {SPELL, "spell", "spells", 0, 0},
182     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
183     {CONVERTER, "converter", "converters", 0, 0},
184     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
185     {POISONING, "poisoning", "poisonings", 0, 0},
186     {SAVEBED, "savebed", "savebeds", 0, 0},
187     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189     {DIRECTOR, "director", "directors", 0, 0},
190     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191     {FORCE, "force", "forces", 0, 0},
192     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
193     {CLOSE_CON, "closed container", "closed container", 0, 0},
194     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
195     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
196     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
197     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
198     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
199     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
200     {MENU, "inventory list", "inventory lists", 0, 0},
201     {RUNE, "rune", "runes", 0, 0},
202     {TRAP, "trap", "traps", 0, 0},
203     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
204     {CORPSE, "corpse", "corpses", 0, 0},
205     {DISEASE, "disease", "diseases", 0, 0},
206     {SYMPTOM, "symptom", "symptoms", 0, 0},
207     {BUILDER, "item builder", "item builders", 0, 0},
208     {MATERIAL, "building material", "building materials", 0, 0},
209     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210 elmex 1.1 };
211    
212 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213 elmex 1.1
214     materialtype_t *materialt;
215    
216     /*
217     materialtype material[NROFMATERIALS] = {
218     * P M F E C C A D W G P S P T F C D D C C G H B I *
219     * H A I L O O C R E H O L A U E A E E H O O O L N *
220     * Y G R E L N I A A O I O R R A N P A A U D L I T *
221     * S I E C D F D I P S S W A N R C L T O N Y N R *
222     * I C T U N O T O L E E H S T P D N *
223     {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
224     {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
225     {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
226     {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
227     {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
228     {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229     {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
230     {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
231     {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
232     {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
233     {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
234     {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
235     {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
236     };
237     */
238    
239     /* This curve may be too steep. But the point is that there should
240     * be tough choices - there is no real point to this if everyone can
241     * wear whatever they want with no worries. Perhaps having the steep
242     * curve is good (maybe even steeper), but allowing players to
243     * have 2 * level instead. Ideally, top level characters should only be
244     * able to use 2-3 of the most powerful items.
245     * note that this table is only really used for program generated items -
246     * custom objects can use whatever they want.
247     */
248     static int enc_to_item_power[21] = {
249 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
250     5, 7, 9, 11, 13, /* 10 */
251     15, 18, 21, 24, 27, /* 15 */
252     30, 35, 40, 45, 50 /* 20 */
253 elmex 1.1 };
254    
255 root 1.4 int
256     get_power_from_ench (int ench)
257 elmex 1.1 {
258 root 1.53 return enc_to_item_power [clamp (ench, 0, 20)];
259 elmex 1.1 }
260    
261     /* This takes an object 'op' and figures out what its item_power
262     * rating should be. This should only really be used by the treasure
263     * generation code, and when loading legacy objects. It returns
264     * the item_power it calculates.
265     * If flag is 1, we return the number of enchantment, and not the
266     * the power. This is used in the treasure code.
267     */
268 root 1.4 int
269     calc_item_power (const object *op, int flag)
270 elmex 1.1 {
271 root 1.4 int i, tmp, enc;
272 elmex 1.1
273 root 1.4 enc = 0;
274     for (i = 0; i < NUM_STATS; i++)
275 root 1.33 enc += op->stats.stat (i);
276 root 1.4
277     /* This protection logic is pretty flawed. 20% fire resistance
278     * is much more valuable than 20% confusion, or 20% slow, or
279     * several others. Start at 1 - ignore physical - all that normal
280     * armour shouldn't be counted against
281     */
282     tmp = 0;
283     for (i = 1; i < NROFATTACKS; i++)
284     tmp += op->resist[i];
285    
286     /* Add/substract 10 so that the rounding works out right */
287     if (tmp > 0)
288     enc += (tmp + 10) / 20;
289     else if (tmp < 0)
290     enc += (tmp - 10) / 20;
291    
292     enc += op->magic;
293    
294     /* For each attacktype a weapon has, one more encantment. Start at 1 -
295     * physical doesn't count against total.
296     */
297     if (op->type == WEAPON)
298     {
299     for (i = 1; i < NROFATTACKS; i++)
300     if (op->attacktype & (1 << i))
301     enc++;
302 root 1.49
303 root 1.4 if (op->slaying)
304     enc += 2; /* What it slays is probably more relevent */
305     }
306 root 1.49
307 root 1.4 /* Items the player can equip */
308     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309     (op->type == SHIELD) || (op->type == RING) ||
310     (op->type == BOOTS) || (op->type == GLOVES) ||
311     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312     {
313     enc += op->stats.food; /* sustenance */
314     enc += op->stats.hp; /* hp regen */
315     enc += op->stats.sp; /* mana regen */
316     enc += op->stats.grace; /* grace regen */
317     enc += op->stats.exp; /* speed bonus */
318     }
319 root 1.49
320 root 1.4 enc += op->stats.luck;
321    
322     /* Do spell paths now */
323     for (i = 1; i < NRSPELLPATHS; i++)
324     {
325     if (op->path_attuned & (1 << i))
326     enc++;
327     else if (op->path_denied & (1 << i))
328     enc -= 2;
329     else if (op->path_repelled & (1 << i))
330     enc--;
331     }
332    
333 root 1.55 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334     if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335     if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336     if (op->flag [FLAG_XRAYS ]) enc += 2;
337     if (op->flag [FLAG_STEALTH ]) enc += 1;
338     if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339     if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340 elmex 1.1
341 root 1.4 return get_power_from_ench (enc);
342 elmex 1.1 }
343    
344     /* returns the typedata that has a number equal to itemtype, if there
345     * isn't one, returns NULL */
346 root 1.4 const typedata *
347     get_typedata (int itemtype)
348     {
349 root 1.55 for (int i = 0; i < item_types_size; i++)
350 root 1.4 if (item_types[i].number == itemtype)
351     return &item_types[i];
352 root 1.49
353 root 1.4 return NULL;
354 elmex 1.1 }
355    
356     /* returns the typedata that has a name equal to itemtype, if there
357     * isn't one, return the plural name that matches, if there still isn't
358     * one return NULL */
359 root 1.4 const typedata *
360     get_typedata_by_name (const char *name)
361     {
362 root 1.55 for (int i = 0; i < item_types_size; i++)
363 root 1.4 if (!strcmp (item_types[i].name, name))
364     return &item_types[i];
365 root 1.49
366 root 1.55 for (int i = 0; i < item_types_size; i++)
367 root 1.4 if (!strcmp (item_types[i].name_pl, name))
368     {
369     LOG (llevInfo,
370 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);
371 root 1.4 return &item_types[i];
372     }
373 root 1.49
374 root 1.55 return 0;
375 elmex 1.1 }
376 root 1.4
377 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
378     * returns a static array of the description. This can return
379     * a big buffer.
380     * if newline is true, we don't put parens around the description
381     * but do put a newline at the end. Useful when dumping to files
382     */
383 root 1.25 const char *
384 root 1.4 describe_resistance (const object *op, int newline)
385 elmex 1.1 {
386 root 1.4 static char buf[VERY_BIG_BUF];
387     char buf1[VERY_BIG_BUF];
388     int tmpvar;
389    
390     buf[0] = 0;
391     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
392     {
393     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
394     {
395     if (!newline)
396     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
397     else
398     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
399 elmex 1.1
400 root 1.4 strcat (buf, buf1);
401     }
402 elmex 1.1 }
403 root 1.55
404 root 1.4 return buf;
405 elmex 1.1 }
406    
407    
408     /*
409     * query_weight(object) returns a character pointer to a static buffer
410     * containing the text-representation of the weight of the given object.
411     * The buffer will be overwritten by the next call to query_weight().
412 root 1.55 *
413     * Seems to be used only by unimportant stuff. Remove?
414 elmex 1.1 */
415 root 1.25 const char *
416 root 1.4 query_weight (const object *op)
417     {
418 elmex 1.1 static char buf[10];
419 root 1.46 sint32 i = op->total_weight ();
420 elmex 1.1
421 root 1.4 if (op->weight < 0)
422 elmex 1.1 return " ";
423 root 1.25
424 root 1.4 if (i % 1000)
425     sprintf (buf, "%6.1f", i / 1000.0);
426 elmex 1.1 else
427 root 1.4 sprintf (buf, "%4d ", i / 1000);
428 root 1.25
429 elmex 1.1 return buf;
430     }
431    
432     /*
433     * Returns the pointer to a static buffer containing
434     * the number requested (of the form first, second, third...)
435     */
436 root 1.25 const char *
437 root 1.4 get_levelnumber (int i)
438     {
439 elmex 1.1 static char buf[MAX_BUF];
440 root 1.4
441     if (i > 99)
442     {
443     sprintf (buf, "%d.", i);
444     return buf;
445     }
446 root 1.25
447 root 1.4 if (i < 21)
448 elmex 1.1 return levelnumbers[i];
449 root 1.55
450 root 1.4 if (!(i % 10))
451     return levelnumbers_10[i / 10];
452 root 1.25
453 root 1.4 strcpy (buf, numbers_10[i / 10]);
454     strcat (buf, levelnumbers[i % 10]);
455 elmex 1.1 return buf;
456     }
457    
458     /*
459     * get_number(integer) returns the text-representation of the given number
460     * in a static buffer. The buffer might be overwritten at the next
461     * call to get_number().
462     * It is currently only used by the query_name() function.
463     */
464 root 1.25 const char *
465 root 1.4 get_number (int i)
466     {
467     if (i <= 20)
468 elmex 1.1 return numbers[i];
469 root 1.4 else
470     {
471     static char buf[MAX_BUF];
472    
473     sprintf (buf, "%d", i);
474     return buf;
475     }
476 elmex 1.1 }
477    
478     /*
479     * Returns pointer to static buffer containing ring's or amulet's
480     * abilities
481     * These are taken from old query_name(), but it would work better
482     * if describle_item() would be called to get this information and
483     * caller would handle FULL_RING_DESCRIPTION definition.
484     * Or make FULL_RING_DESCRIPTION standard part of a game and let
485     * client handle names.
486     */
487 root 1.4
488 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
489     * from stats.sp - b.t.
490     */
491 root 1.25 const char *
492 root 1.4 ring_desc (const object *op)
493 elmex 1.1 {
494 root 1.39 static dynbuf_text buf; buf.clear ();
495 root 1.4 int attr, val, len;
496 elmex 1.1
497 root 1.39 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
498     {
499     for (attr = 0; attr < NUM_STATS; attr++)
500     if ((val = op->stats.stat (attr)))
501     buf.printf ("(%s%+d)", short_stat_name[attr], val);
502 elmex 1.1
503 root 1.39 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
504     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
505     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
506     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
507    
508     buf << describe_resistance (op, 0);
509    
510     if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
511     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
512     if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
513     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
514     if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
515    
516     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
517     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
518     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
519     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
520    
521     buf.add_paths ("Attuned" , op->path_attuned);
522     buf.add_paths ("Repelled", op->path_repelled);
523     buf.add_paths ("Denied" , op->path_denied);
524 root 1.4
525 root 1.39 if (buf.empty ())
526     buf << "of adornment";
527 root 1.4 }
528 root 1.27
529 root 1.4 return buf;
530 elmex 1.1 }
531    
532     /*
533     * query_short_name(object) is similar to query_name, but doesn't
534     * contain any information about object status (worn/cursed/etc.)
535 root 1.55 *
536     * It is sometimes used when printing messages, so should fit well into a sentence.
537 elmex 1.1 */
538 root 1.4 const char *
539     query_short_name (const object *op)
540 elmex 1.1 {
541 root 1.52 if (!op->name)
542 root 1.4 return "(null)";
543 root 1.5
544 root 1.42 if (!op->nrof
545     && !op->weight
546     && !op->title
547     && !is_magical (op)
548     && op->slaying != shstr_money)
549 root 1.4 return op->name; /* To speed things up (or make things slower?) */
550    
551 root 1.42 static dynbuf_text buf; buf.clear ();
552    
553 root 1.39 buf << (op->nrof <= 1 ? op->name : op->name_pl);
554 root 1.4
555     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
556 root 1.39 buf << ' ' << op->title;
557 elmex 1.1
558 root 1.4 switch (op->type)
559     {
560 root 1.39 case SPELLBOOK:
561     case SCROLL:
562     case WAND:
563     case ROD:
564     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
565     {
566     if (!op->title)
567     buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
568    
569     if (op->type != SPELLBOOK)
570     buf.printf (" (lvl %d)", op->level);
571     }
572     break;
573    
574 root 1.53 case ALTAR:
575     case TRIGGER_ALTAR:
576     case IDENTIFY_ALTAR:
577     case CONVERTER:
578     if (op->slaying == shstr_money)
579     {
580     bool wrap = !!buf.size ();
581 root 1.42
582 root 1.53 if (wrap) buf << " [";
583 root 1.42
584 root 1.53 archetype *coin = 0;
585 root 1.42
586 root 1.53 for (char const *const *c = coins; *coins; ++c)
587     if ((coin = archetype::find (*c)))
588     if (op->stats.food % coin->value == 0)
589     break;
590 root 1.42
591 root 1.53 sint32 coins = op->stats.food / coin->value;
592 root 1.42
593 root 1.53 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
594 root 1.42
595 root 1.53 if (wrap) buf << ']';
596     }
597     break;
598 root 1.42
599 root 1.39 case SKILL:
600     case AMULET:
601     case RING:
602     if (!op->title)
603     {
604     /* If ring has a title, full description isn't so useful */
605     const char *s = ring_desc (op);
606 elmex 1.1
607 root 1.39 if (s && *s)
608     buf << " " << s;
609     }
610     break;
611 root 1.42
612 root 1.39 default:
613     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
614     buf.printf (" %+d", op->magic);
615 elmex 1.1 }
616 root 1.39
617 root 1.4 return buf;
618 elmex 1.1 }
619    
620     /*
621     * query_name(object) returns a character pointer pointing to a static
622     * buffer which contains a verbose textual representation of the name
623     * of the given object.
624     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
625     * you can make several calls to query_name before the bufs start getting
626     * overwritten. This may be a bad thing (it may be easier to assume the value
627     * returned is good forever.) However, it makes printing statements that
628     * use several names much easier (don't need to store them to temp variables.)
629     *
630 root 1.55 * It is used extensively within messages, so should return only a prose
631     * and short description of the item.
632 elmex 1.1 */
633 root 1.25 const char *
634 root 1.4 query_name (const object *op)
635     {
636 root 1.39 int len = 0;
637     static dynbuf_text bufs[5];
638 root 1.4 static int use_buf = 0;
639 elmex 1.1
640 root 1.4 use_buf++;
641     use_buf %= 5;
642 elmex 1.1
643 root 1.39 dynbuf_text &buf = bufs [use_buf];
644     buf.clear ();
645    
646 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
647 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
648     buf << mt->description << ' ';
649 elmex 1.1
650 root 1.39 buf << query_short_name (op);
651 elmex 1.1
652 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
653 root 1.39 buf << " *";
654 root 1.4 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
655 root 1.39 buf << " (open)";
656 root 1.4
657     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
658     {
659     if (QUERY_FLAG (op, FLAG_DAMNED))
660 root 1.39 buf << " (damned)";
661 root 1.4 else if (QUERY_FLAG (op, FLAG_CURSED))
662 root 1.39 buf << " (cursed)";
663 root 1.4 }
664 root 1.23
665 root 1.4 /* Basically, if the object is known magical (detect magic spell on it),
666     * and it isn't identified, print out the fact that
667     * it is magical. Assume that the detect magical spell will only set
668     * KNOWN_MAGICAL if the item actually is magical.
669     *
670     * Changed in V 0.91.4 - still print that the object is magical even
671     * if it has been applied. Equipping an item does not tell full
672     * abilities, especially for artifact items.
673     */
674     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
675 root 1.39 buf << " (magic)";
676 elmex 1.1
677     #if 0
678 root 1.55 /* item_power will be returned in describe_item - it shouldn't really
679 root 1.4 * be returned in the name.
680     */
681     if (op->item_power)
682     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
683 elmex 1.1
684     #endif
685    
686 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
687     {
688     switch (op->type)
689     {
690 root 1.23 case BOW:
691     case WAND:
692     case ROD:
693     case HORN:
694 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
695 root 1.23 break;
696     case WEAPON:
697 root 1.39 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
698 root 1.23 break;
699     case ARMOUR:
700     case HELMET:
701     case SHIELD:
702     case RING:
703     case BOOTS:
704     case GLOVES:
705     case AMULET:
706     case GIRDLE:
707     case BRACERS:
708     case CLOAK:
709 root 1.39 buf << " (worn)";
710 root 1.23 break;
711     case CONTAINER:
712 root 1.39 buf << " (active)";
713 root 1.23 break;
714     case SKILL:
715     default:
716 root 1.39 buf << " (applied)";
717 root 1.2 }
718 elmex 1.1 }
719 root 1.23
720 elmex 1.54 switch (op->type)
721     {
722     case LAMP:
723     if (op->glow_radius)
724     buf << " (on)";
725     else if (op->stats.food <= 0)
726     buf << " (empty)";
727     else
728     buf << " (off)";
729     break;
730    
731     case TORCH:
732     if (op->glow_radius)
733     buf << " (burning)";
734     else if (op->stats.food <= 0)
735     buf << " (burned out)";
736     break;
737     }
738    
739 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
740 root 1.39 buf << " (unpaid)";
741 elmex 1.1
742 root 1.39 return buf;
743 elmex 1.1 }
744    
745     /*
746     * query_base_name(object) returns a character pointer pointing to a static
747     * buffer which contains a verbose textual representation of the name
748     * of the given object. The buffer will be overwritten at the next
749     * call to query_base_name(). This is a lot like query_name, but we
750     * don't include the item count or item status. Used for inventory sorting
751     * and sending to client.
752     * If plural is set, we generate the plural name of this.
753 root 1.55 *
754     * It is sometimes used to display messages, and usually only used to match stuff,
755     * so maybe this function should be removed.
756 elmex 1.1 */
757 root 1.4 const char *
758     query_base_name (const object *op, int plural)
759     {
760     if ((!plural && !op->name) || (plural && !op->name_pl))
761     return "(null)";
762 elmex 1.1
763 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
764     return op->name; /* To speed things up (or make things slower?) */
765 elmex 1.1
766 root 1.39 static dynbuf_text buf; buf.clear ();
767    
768 root 1.8 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
769 root 1.39 if (materialtype_t *mt = name_to_material (op->materialname))
770     if (op->arch->materialname != mt->name)
771     buf << mt->description << ' ';
772 root 1.20
773 root 1.39 buf << (plural ? op->name_pl : op->name);
774 elmex 1.1
775 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
776 root 1.39 buf << ' ' << op->title;
777 elmex 1.1
778 root 1.4 switch (op->type)
779     {
780 root 1.20 case SPELLBOOK:
781     case SCROLL:
782     case WAND:
783     case ROD:
784     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
785     {
786     if (!op->title)
787 root 1.39 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
788    
789 root 1.20 if (op->type != SPELLBOOK)
790 root 1.39 buf.printf (" (lvl %d)", op->level);
791 root 1.20 }
792     break;
793 elmex 1.1
794    
795 root 1.20 case SKILL:
796     case AMULET:
797     case RING:
798     if (!op->title)
799     {
800     /* If ring has a title, full description isn't so useful */
801 root 1.25 const char *s = ring_desc (op);
802 root 1.4
803 root 1.39 if (s && *s)
804     buf << ' ' << s;
805 root 1.20 }
806     break;
807 root 1.29
808 root 1.20 default:
809     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
810 root 1.39 buf.printf (" %+d", op->magic);
811 elmex 1.1 }
812 root 1.20
813 root 1.4 return buf;
814 elmex 1.1 }
815    
816     /* Break this off from describe_item - that function was way
817     * too long, making it difficult to read. This function deals
818     * with describing the monsters & players abilities. It should only
819     * be called with monster & player objects. Returns a description
820     * in a static buffer.
821     */
822 root 1.39 static const char *
823 root 1.4 describe_monster (const object *op)
824     {
825 root 1.39 static dynbuf_text buf; buf.clear ();
826 root 1.4
827     /* Note that the resolution this provides for players really isn't
828     * very good. Any player with a speed greater than .67 will
829     * fall into the 'lightning fast movement' category.
830     */
831 elmex 1.16 if (op->has_active_speed ())
832 root 1.39 switch ((int) ((FABS (op->speed)) * 15))
833     {
834     case 0:
835 root 1.51 buf << "(very slow movement)";
836 root 1.39 break;
837     case 1:
838     buf << "(slow movement)";
839     break;
840     case 2:
841     buf << "(normal movement)";
842     break;
843     case 3:
844     case 4:
845     buf << "(fast movement)";
846     break;
847     case 5:
848     case 6:
849     buf << "(very fast movement)";
850     break;
851     case 7:
852     case 8:
853     case 9:
854     case 10:
855     buf << "(extremely fast movement)";
856     break;
857     default:
858     buf << "(lightning fast movement)";
859     break;
860     }
861    
862     if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
863     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
864     if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
865     if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
866     if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
867     if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
868     if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
869     if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
870     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
871     if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
872     if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
873     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
874     if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
875     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
876    
877     if (op->randomitems)
878 root 1.4 {
879 root 1.39 bool first = 1;
880 root 1.4
881 root 1.39 for (treasure *t = op->randomitems->items; t; t = t->next)
882 root 1.37 if (t->item && t->item->type == SPELL)
883 root 1.4 {
884     if (first)
885 root 1.39 buf << "(Spell abilities:)";
886    
887     first = 0;
888    
889     buf << '(' << t->item->object::name << ')';
890 root 1.4 }
891     }
892 root 1.39
893 root 1.4 if (op->type == PLAYER)
894     {
895     if (op->contr->digestion)
896 root 1.39 buf.printf ("(sustenance%+d)", op->contr->digestion);
897    
898 root 1.4 if (op->contr->gen_grace)
899 root 1.39 buf.printf ("(grace%+d)", op->contr->gen_grace);
900    
901 root 1.4 if (op->contr->gen_sp)
902 root 1.39 buf.printf ("(magic%+d)", op->contr->gen_sp);
903    
904 root 1.4 if (op->contr->gen_hp)
905 root 1.39 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
906    
907 root 1.4 if (op->stats.luck)
908 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
909 elmex 1.1 }
910 root 1.4
911     /* describe attacktypes */
912     if (is_dragon_pl (op))
913     {
914     /* for dragon players display the attacktypes from clawing skill
915     * Break apart the for loop - move the comparison checking down -
916     * this makes it more readable.
917     */
918     object *tmp;
919    
920 root 1.39 for (tmp = op->inv; tmp; tmp = tmp->below)
921     if (tmp->type == SKILL && tmp->name == shstr_clawing)
922 root 1.4 break;
923    
924 root 1.39 if (tmp && tmp->attacktype)
925     buf.add_abilities ("Claws", tmp->attacktype);
926 root 1.4 else
927 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
928 elmex 1.1 }
929 root 1.4 else
930 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
931 root 1.21
932 root 1.39 buf.add_paths ("Attuned" , op->path_attuned);
933     buf.add_paths ("Repelled", op->path_repelled);
934     buf.add_paths ("Denied" , op->path_denied);
935 root 1.22
936 root 1.39 for (int i = 0; i < NROFATTACKS; i++)
937 root 1.22 if (op->resist[i])
938 root 1.39 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
939 root 1.22
940 root 1.39 return buf;
941 elmex 1.1 }
942    
943     /*
944     * Returns a pointer to a static buffer which contains a
945     * description of the given object.
946     * If it is a monster, lots of information about its abilities
947     * will be returned.
948     * If it is an item, lots of information about which abilities
949     * will be gained about its user will be returned.
950     * If it is a player, it writes out the current abilities
951     * of the player, which is usually gained by the items applied.
952     * It would be really handy to actually pass another object
953     * pointer on who is examining this object. Then, you could reveal
954     * certain information depending on what the examiner knows, eg,
955     * wouldn't need to use the SEE_INVISIBLE flag to know it is
956     * a dragon player examining food. Could have things like
957     * a dwarven axe, in which the full abilities are only known to
958     * dwarves, etc.
959     *
960     * Add 'owner' who is the person examining this object.
961     * owner can be null if no one is being associated with this
962     * item (eg, debug dump or the like)
963     */
964 root 1.25 const char *
965 root 1.4 describe_item (const object *op, object *owner)
966     {
967 root 1.39 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
968     return describe_monster (op);
969    
970     static dynbuf_text buf; buf.clear ();
971 root 1.4 int identified, i;
972    
973     /* figure this out once, instead of making multiple calls to need_identify.
974     * also makes the code easier to read.
975     */
976 root 1.39 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
977     if (!identified)
978     buf << "(unidentified)";
979    
980 root 1.4 switch (op->type)
981     {
982 root 1.39 case BOW:
983     case ARROW:
984     case WAND:
985     case ROD:
986     case HORN:
987     case WEAPON:
988     case ARMOUR:
989     case HELMET:
990     case SHIELD:
991     case BOOTS:
992     case GLOVES:
993     case GIRDLE:
994     case BRACERS:
995     case CLOAK:
996     case SKILL_TOOL:
997     break; /* We have more information to do below this switch */
998    
999     case POWER_CRYSTAL:
1000     if (op->stats.maxsp > 1000)
1001     { /*higher capacity crystals */
1002     i = (op->stats.maxsp % 1000) / 100;
1003    
1004     if (i)
1005     buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1006     else
1007     buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1008     }
1009     else
1010     buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1011    
1012     i = (op->stats.sp * 10) / op->stats.maxsp;
1013     if (op->stats.sp == 0)
1014     buf << "empty.";
1015     else if (i == 0)
1016     buf << "almost empty.";
1017     else if (i < 3)
1018     buf << "partially filled.";
1019     else if (i < 6)
1020     buf << "half full.";
1021     else if (i < 9)
1022     buf << "well charged.";
1023     else if (op->stats.sp == op->stats.maxsp)
1024     buf << "fully charged.";
1025     else
1026     buf << "almost full.";
1027     break;
1028    
1029 elmex 1.54 case LAMP:
1030     {
1031     int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1032     buf << "(fuel: ";
1033     if (percent == 0)
1034     buf << "empty";
1035     else if (percent < 10)
1036     buf << "very low";
1037     else if (percent < 25)
1038     buf << "low";
1039     else if (percent < 50)
1040     buf << "half empty";
1041     else if (percent < 75)
1042     buf << "half full";
1043     else if (percent < 95)
1044     buf << "well filled";
1045     else if (percent <= 100)
1046     buf << "full";
1047     buf << ")";
1048     }
1049     break;
1050    
1051 root 1.39 case FOOD:
1052     case FLESH:
1053     case DRINK:
1054     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1055     {
1056     buf.printf ("(food+%d)", op->stats.food);
1057    
1058     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1059     buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1060    
1061     if (!QUERY_FLAG (op, FLAG_CURSED))
1062     {
1063     if (op->stats.hp) buf << "(heals)";
1064     if (op->stats.sp) buf << "(spellpoint regen)";
1065     }
1066     else
1067     {
1068     if (op->stats.hp) buf << "(damages)";
1069     if (op->stats.sp) buf << "(spellpoint depletion)";
1070     }
1071     }
1072     break;
1073    
1074     case SKILL:
1075     case RING:
1076     case AMULET:
1077     if (op->item_power)
1078     buf.printf ("(item_power %+d)", op->item_power);
1079 root 1.2
1080 root 1.39 if (op->title)
1081     buf << ring_desc (op);
1082 root 1.2
1083 root 1.39 return buf;
1084 elmex 1.1
1085 root 1.39 default:
1086     return buf;
1087 elmex 1.1 }
1088    
1089 root 1.4 /* Down here, we more further describe equipment type items.
1090     * only describe them if they have been identified or the like.
1091     */
1092     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1093     {
1094     int attr, val;
1095    
1096     for (attr = 0; attr < NUM_STATS; attr++)
1097 root 1.39 if ((val = op->stats.stat (attr)))
1098     buf.printf ("(%s%+d)", short_stat_name[attr], val);
1099 root 1.2
1100 root 1.4 if (op->stats.exp)
1101 root 1.39 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1102    
1103     switch (op->type)
1104 root 1.4 {
1105 root 1.39 case BOW:
1106     case ARROW:
1107     case GIRDLE:
1108     case HELMET:
1109     case SHIELD:
1110     case BOOTS:
1111     case GLOVES:
1112     case WEAPON:
1113     case SKILL:
1114     case RING:
1115     case AMULET:
1116     case ARMOUR:
1117     case BRACERS:
1118     case FORCE:
1119     case CLOAK:
1120     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1121     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1122     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1123 root 1.2
1124 root 1.39 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1125     buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1126 root 1.2
1127 root 1.39 break;
1128 root 1.2
1129 root 1.39 default:
1130     break;
1131 root 1.2 }
1132 root 1.39
1133     if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1134     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1135 root 1.4
1136     /* levitate was what is was before, so we'll keep it */
1137 root 1.39 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1138     if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1139     if (op->move_type & MOVE_SWIM) buf << "(swim)";
1140 root 1.4
1141     /* walking is presumed as 'normal', so doesn't need mentioning */
1142    
1143     if (op->item_power)
1144 root 1.39 buf.printf ("(item_power %+d)", op->item_power);
1145 root 1.4 } /* End if identified or applied */
1146    
1147     /* This blocks only deals with fully identified object.
1148     * it is intentional that this is not an 'else' from a above -
1149     * in this way, information is added.
1150     */
1151     if (identified)
1152     {
1153     int more_info = 0;
1154    
1155     switch (op->type)
1156     {
1157 root 1.39 case ROD: /* These use stats.sp for spell selection and stats.food */
1158     case HORN: /* and stats.hp for spell-point regeneration... */
1159     case BOW:
1160     case ARROW:
1161     case WAND:
1162     case FOOD:
1163     case FLESH:
1164     case DRINK:
1165     more_info = 0;
1166     break;
1167    
1168     /* Armor type objects */
1169     case ARMOUR:
1170     case HELMET:
1171     case SHIELD:
1172     case BOOTS:
1173     case GLOVES:
1174     case GIRDLE:
1175     case BRACERS:
1176     case CLOAK:
1177     if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1178     if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1179     more_info = 1;
1180     break;
1181 root 1.4
1182 root 1.39 case WEAPON:
1183     /* Calculate it the same way fix_player does so the results
1184     * make sense.
1185     */
1186     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1187     if (i < 0)
1188     i = 0;
1189    
1190     buf.printf ("(weapon speed %d)", i);
1191     more_info = 1;
1192     break;
1193 root 1.4 }
1194 root 1.39
1195 root 1.4 if (more_info)
1196     {
1197 root 1.39 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1198     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1199     if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1200     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1201 root 1.2 }
1202    
1203 root 1.4 if (op->stats.luck)
1204 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
1205    
1206     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1207     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1208     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1209     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1210    
1211     if (op->slaying && op->type != FOOD)
1212     buf.printf ("(slay %s)", &op->slaying);
1213    
1214 root 1.57 if (op->type == SKILL_TOOL && op->skill)
1215     buf.printf ("(%s)", &op->skill);
1216 sf-marcmagus 1.56
1217 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
1218 root 1.4 /* resistance on flesh is only visible for quetzals. If
1219     * non flesh, everyone can see its resistances
1220     */
1221     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1222 root 1.39 buf << describe_resistance (op, 0);
1223    
1224     buf.add_paths ("Attuned", op->path_attuned);
1225     buf.add_paths ("Repelled", op->path_repelled);
1226     buf.add_paths ("Denied", op->path_denied);
1227 elmex 1.1 }
1228    
1229 root 1.39 return buf;
1230 elmex 1.1 }
1231    
1232 root 1.26 std::string
1233     object::describe_item (object *who)
1234     {
1235     return std::string (::describe_item (this, who));
1236     }
1237    
1238 root 1.40 void
1239     examine (object *op, object *tmp)
1240     {
1241 root 1.45 std::string info = tmp->describe (op);
1242 root 1.55
1243 root 1.45 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