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Revision: 1.6
Committed: Thu Sep 14 22:33:58 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.6 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <funcpoint.h>
26     #include <living.h>
27     #include <spells.h>
28    
29     /* the ordering of this is actually doesn't make a difference
30     * However, for ease of use, new entries should go at the end
31     * so those people that debug the code that get used to something
32     * being in the location 4 don't get confused.
33     *
34     * The ordering in save_name, use_name, nonuse_name.
35     * save_name is the name used to load/save it from files. It should
36     * match that of the doc/Developers/objects. The only
37     * real limitation is that it shouldn't have spaces or other characters
38     * that may mess up the match code. It must also start with body_
39     * use_name is how we describe the location if we can use it.
40     * nonuse_name is how we describe it if we can't use it. I think
41     * the values below will make it pretty clear how those work out
42     * They are basically there to make life a little easier - if a character
43     * examines an item and it says it goes on 'your arm', its pretty clear
44     * they can use it. See the last sample (commented out) for a dragon
45     * Note that using the term 'human' may not be very accurate, humanoid
46     * may be better.
47     * Basically, for the use/nonuse, the code does something like:
48     * "This item goes %s\n", with the use/nonuse values filling in the %s
49     */
50     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 root 1.4 {"body_range", "in your range slot", "in a human's range slot"}
52     ,
53     {"body_arm", "on your arm", "on a human's arm"}
54     ,
55     {"body_torso", "on your body", "on a human's torso"}
56     ,
57     {"body_head", "on your head", "on a human's head"}
58     ,
59     {"body_neck", "around your neck", "around a humans neck"}
60     ,
61     {"body_skill", "in your skill slot", "in a human's skill slot"}
62     ,
63     {"body_finger", "on your finger", "on a human's finger"}
64     ,
65     {"body_shoulder", "around your shoulders", "around a human's shoulders"}
66     ,
67     {"body_foot", "on your feet", "on a human's feet"}
68     ,
69     {"body_hand", "on your hands", "on a human's hands"}
70     ,
71     {"body_wrist", "around your wrists", "around a human's wrist"}
72     ,
73     {"body_waist", "around your waist", "around a human's waist"}
74     ,
75 elmex 1.1
76     /*{"body_dragon_torso", "your body", "a dragon's body"} */
77     };
78    
79     static char numbers[21][20] = {
80 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
81     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
82     "eighteen", "nineteen", "twenty"
83 elmex 1.1 };
84    
85     static char numbers_10[10][20] = {
86 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
87     "eighty", "ninety"
88 elmex 1.1 };
89    
90     static char levelnumbers[21][20] = {
91 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
92 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
93     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
94     "nineteen", "twentieth"
95     };
96    
97     static char levelnumbers_10[11][20] = {
98 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
99     "seventieth", "eightieth", "ninetieth"
100 elmex 1.1 };
101    
102     /* The following is a large table of item types, the fields are:
103     * item number, item name, item name (plural), and two numbers that are the skills
104     * used to identify them. Anytime a new item type is added or removed, this list
105     * should be altered to reflect that. The defines for the numerical values are in
106     * define.h
107     */
108     static const typedata item_types[] = {
109 root 1.4 {PLAYER, "player", "players", 0, 0},
110     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
111     {TREASURE, "treasure", "treasure", 0, 0},
112     {POTION, "potion", "potions", SK_ALCHEMY, 0},
113     {FOOD, "food", "food", SK_WOODSMAN, 0},
114     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
115     {BOOK, "book", "books", SK_LITERACY, 0},
116     {CLOCK, "clock", "clocks", 0, 0},
117     {LIGHTNING, "lightning", "lightning", 0, 0},
118     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
119     {BOW, "bow", "bows", SK_BOWYER, 0},
120     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
121     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
122     {PEDESTAL, "pedestal", "pedestals", 0, 0},
123     {ALTAR, "altar", "altars", 0, 0},
124     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
125     {SPECIAL_KEY, "special key", "special keys", 0, 0},
126     {MAP, "map", "maps", 0, 0},
127     {DOOR, "door", "doors", 0, 0},
128     {KEY, "key", "keys", 0, 0},
129     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
130     {TRIGGER, "trigger", "triggers", 0, 0},
131     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
132     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
133     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
134     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
135     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
136     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
137     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
138     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
139     {MONEY, "money", "money", 0, 0},
140     {CLASS, "class", "classes", 0, 0},
141     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
142     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143     {PLAYERMOVER, "player mover", "player movers", 0, 0},
144     {TELEPORTER, "teleporter", "teleporters", 0, 0},
145     {CREATOR, "creator", "creators", 0, 0},
146     {SKILL, "skill", "skills", 0, 0},
147     {EXPERIENCE, "experience", "experience", 0, 0},
148     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149     {GOLEM, "golem", "golems", 0, 0},
150     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151     {BLINDNESS, "blindness", "blindness", 0, 0},
152     {GOD, "god", "gods", 0, 0},
153     {DETECTOR, "detector", "detectors", 0, 0},
154     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
155     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
156     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
157     {MARKER, "marker", "markers", 0, 0},
158     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
159     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
160     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
161     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
162     {GEM, "gem", "gems", SK_JEWELER, 0},
163     {FIREWALL, "firewall", "firewalls", 0, 0},
164     {ANVIL, "anvil", "anvils", 0, 0},
165     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
166     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
167     {EXIT, "exit", "exits", 0, 0},
168     {ENCOUNTER, "encounter", "encounters", 0, 0},
169     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
170     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
171     {RING, "ring", "rings", SK_JEWELER, 0},
172     {FLOOR, "floor", "floors", 0, 0},
173     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
174     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
175     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
176     {LIGHTER, "lighter", "lighters", 0, 0},
177     {TRAP_PART, "trap part", "trap parts", 0, 0},
178     {WALL, "wall", "walls", 0, 0},
179     {LIGHT_SOURCE, "light source", "light sources", 0, 0},
180     {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
181     {MONSTER, "monster", "monsters", 0, 0},
182     {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
183     {LAMP, "lamp", "lamps", 0, 0},
184     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
185     {TOOL, "tool", "tools", 0, 0},
186     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
187     {BUILDFAC, "building facility", "building facilities", 0, 0},
188     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
189     {SPINNER, "spinner", "spinners", 0, 0},
190     {GATE, "gate", "gates", 0, 0},
191     {BUTTON, "button", "buttons", 0, 0},
192     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
193     {HOLE, "hole", "holes", 0, 0},
194     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
195     {SIGN, "sign", "signs", 0, 0},
196     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
197     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
198     {SPELL, "spell", "spells", 0, 0},
199     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
200     {CONVERTER, "converter", "converters", 0, 0},
201     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
202     {POISONING, "poisoning", "poisonings", 0, 0},
203     {SAVEBED, "savebed", "savebeds", 0, 0},
204     {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
205     {FIREHOLES, "fireholes", "fireholes", 0, 0},
206     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
207     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
208     {DIRECTOR, "director", "directors", 0, 0},
209     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
210     {FORCE, "force", "forces", 0, 0},
211     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
212     {CLOSE_CON, "closed container", "closed container", 0, 0},
213     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
214     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
215     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
216     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
217     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
218     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
219     {MENU, "inventory list", "inventory lists", 0, 0},
220     {RUNE, "rune", "runes", 0, 0},
221     {TRAP, "trap", "traps", 0, 0},
222     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
223     {CORPSE, "corpse", "corpses", 0, 0},
224     {DISEASE, "disease", "diseases", 0, 0},
225     {SYMPTOM, "symptom", "symptoms", 0, 0},
226     {BUILDER, "item builder", "item builders", 0, 0},
227     {MATERIAL, "building material", "building materials", 0, 0},
228     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
229 elmex 1.1 };
230    
231 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
232 elmex 1.1
233     materialtype_t *materialt;
234    
235     /*
236     materialtype material[NROFMATERIALS] = {
237     * P M F E C C A D W G P S P T F C D D C C G H B I *
238     * H A I L O O C R E H O L A U E A E E H O O O L N *
239     * Y G R E L N I A A O I O R R A N P A A U D L I T *
240     * S I E C D F D I P S S W A N R C L T O N Y N R *
241     * I C T U N O T O L E E H S T P D N *
242     {"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}},
243     {"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}},
244     {"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}},
245     {"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}},
246     {"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}},
247     {"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}},
248     {"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}},
249     {"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}},
250     {"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}},
251     {"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}},
252     {"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}},
253     {"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}},
254     {"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}}
255     };
256     */
257    
258     /* This curve may be too steep. But the point is that there should
259     * be tough choices - there is no real point to this if everyone can
260     * wear whatever they want with no worries. Perhaps having the steep
261     * curve is good (maybe even steeper), but allowing players to
262     * have 2 * level instead. Ideally, top level characters should only be
263     * able to use 2-3 of the most powerful items.
264     * note that this table is only really used for program generated items -
265     * custom objects can use whatever they want.
266     */
267     static int enc_to_item_power[21] = {
268 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
269     5, 7, 9, 11, 13, /* 10 */
270     15, 18, 21, 24, 27, /* 15 */
271     30, 35, 40, 45, 50 /* 20 */
272 elmex 1.1 };
273    
274 root 1.4 int
275     get_power_from_ench (int ench)
276 elmex 1.1 {
277 root 1.4 if (ench < 0)
278     ench = 0;
279     if (ench > 20)
280     ench = 20;
281     return enc_to_item_power[ench];
282 elmex 1.1 }
283    
284     /* This takes an object 'op' and figures out what its item_power
285     * rating should be. This should only really be used by the treasure
286     * generation code, and when loading legacy objects. It returns
287     * the item_power it calculates.
288     * If flag is 1, we return the number of enchantment, and not the
289     * the power. This is used in the treasure code.
290     */
291 root 1.4 int
292     calc_item_power (const object *op, int flag)
293 elmex 1.1 {
294 root 1.4 int i, tmp, enc;
295 elmex 1.1
296 root 1.4 enc = 0;
297     for (i = 0; i < NUM_STATS; i++)
298     enc += get_attr_value (&op->stats, i);
299    
300     /* This protection logic is pretty flawed. 20% fire resistance
301     * is much more valuable than 20% confusion, or 20% slow, or
302     * several others. Start at 1 - ignore physical - all that normal
303     * armour shouldn't be counted against
304     */
305     tmp = 0;
306     for (i = 1; i < NROFATTACKS; i++)
307     tmp += op->resist[i];
308    
309     /* Add/substract 10 so that the rounding works out right */
310     if (tmp > 0)
311     enc += (tmp + 10) / 20;
312     else if (tmp < 0)
313     enc += (tmp - 10) / 20;
314    
315     enc += op->magic;
316    
317     /* For each attacktype a weapon has, one more encantment. Start at 1 -
318     * physical doesn't count against total.
319     */
320     if (op->type == WEAPON)
321     {
322     for (i = 1; i < NROFATTACKS; i++)
323     if (op->attacktype & (1 << i))
324     enc++;
325     if (op->slaying)
326     enc += 2; /* What it slays is probably more relevent */
327     }
328     /* Items the player can equip */
329     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
330     (op->type == SHIELD) || (op->type == RING) ||
331     (op->type == BOOTS) || (op->type == GLOVES) ||
332     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
333     {
334     enc += op->stats.food; /* sustenance */
335     enc += op->stats.hp; /* hp regen */
336     enc += op->stats.sp; /* mana regen */
337     enc += op->stats.grace; /* grace regen */
338     enc += op->stats.exp; /* speed bonus */
339     }
340     enc += op->stats.luck;
341    
342     /* Do spell paths now */
343     for (i = 1; i < NRSPELLPATHS; i++)
344     {
345     if (op->path_attuned & (1 << i))
346     enc++;
347     else if (op->path_denied & (1 << i))
348     enc -= 2;
349     else if (op->path_repelled & (1 << i))
350     enc--;
351     }
352    
353     if (QUERY_FLAG (op, FLAG_LIFESAVE))
354     enc += 5;
355     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
356     enc += 3;
357     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
358     enc += 2;
359     if (QUERY_FLAG (op, FLAG_STEALTH))
360     enc += 1;
361     if (QUERY_FLAG (op, FLAG_XRAYS))
362     enc += 2;
363     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
364     enc += 1;
365     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
366     enc += 1;
367 elmex 1.1
368 root 1.4 return get_power_from_ench (enc);
369 elmex 1.1
370     }
371    
372     /* returns the typedata that has a number equal to itemtype, if there
373     * isn't one, returns NULL */
374    
375 root 1.4 const typedata *
376     get_typedata (int itemtype)
377     {
378     int i;
379    
380     for (i = 0; i < item_types_size; i++)
381     if (item_types[i].number == itemtype)
382     return &item_types[i];
383     return NULL;
384 elmex 1.1 }
385    
386     /* returns the typedata that has a name equal to itemtype, if there
387     * isn't one, return the plural name that matches, if there still isn't
388     * one return NULL */
389    
390 root 1.4 const typedata *
391     get_typedata_by_name (const char *name)
392     {
393     int i;
394    
395     for (i = 0; i < item_types_size; i++)
396     if (!strcmp (item_types[i].name, name))
397     return &item_types[i];
398     for (i = 0; i < item_types_size; i++)
399     if (!strcmp (item_types[i].name_pl, name))
400     {
401     LOG (llevInfo,
402     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
403     return &item_types[i];
404     }
405     return NULL;
406 elmex 1.1 }
407 root 1.4
408 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
409     * returns a static array of the description. This can return
410     * a big buffer.
411     * if newline is true, we don't put parens around the description
412     * but do put a newline at the end. Useful when dumping to files
413     */
414 root 1.4 char *
415     describe_resistance (const object *op, int newline)
416 elmex 1.1 {
417 root 1.4 static char buf[VERY_BIG_BUF];
418     char buf1[VERY_BIG_BUF];
419     int tmpvar;
420    
421     buf[0] = 0;
422     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
423     {
424     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
425     {
426     if (!newline)
427     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
428     else
429     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
430 elmex 1.1
431 root 1.4 strcat (buf, buf1);
432     }
433 elmex 1.1 }
434 root 1.4 return buf;
435 elmex 1.1 }
436    
437    
438     /*
439     * query_weight(object) returns a character pointer to a static buffer
440     * containing the text-representation of the weight of the given object.
441     * The buffer will be overwritten by the next call to query_weight().
442     */
443    
444 root 1.4 char *
445     query_weight (const object *op)
446     {
447 elmex 1.1 static char buf[10];
448 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
449 elmex 1.1
450 root 1.4 if (op->weight < 0)
451 elmex 1.1 return " ";
452 root 1.4 if (i % 1000)
453     sprintf (buf, "%6.1f", i / 1000.0);
454 elmex 1.1 else
455 root 1.4 sprintf (buf, "%4d ", i / 1000);
456 elmex 1.1 return buf;
457     }
458    
459     /*
460     * Returns the pointer to a static buffer containing
461     * the number requested (of the form first, second, third...)
462     */
463    
464 root 1.4 char *
465     get_levelnumber (int i)
466     {
467 elmex 1.1 static char buf[MAX_BUF];
468 root 1.4
469     if (i > 99)
470     {
471     sprintf (buf, "%d.", i);
472     return buf;
473     }
474     if (i < 21)
475 elmex 1.1 return levelnumbers[i];
476 root 1.4 if (!(i % 10))
477     return levelnumbers_10[i / 10];
478     strcpy (buf, numbers_10[i / 10]);
479     strcat (buf, levelnumbers[i % 10]);
480 elmex 1.1 return buf;
481     }
482    
483    
484     /*
485     * get_number(integer) returns the text-representation of the given number
486     * in a static buffer. The buffer might be overwritten at the next
487     * call to get_number().
488     * It is currently only used by the query_name() function.
489     */
490    
491 root 1.4 char *
492     get_number (int i)
493     {
494     if (i <= 20)
495 elmex 1.1 return numbers[i];
496 root 1.4 else
497     {
498     static char buf[MAX_BUF];
499    
500     sprintf (buf, "%d", i);
501     return buf;
502     }
503 elmex 1.1 }
504    
505     /*
506     * Returns pointer to static buffer containing ring's or amulet's
507     * abilities
508     * These are taken from old query_name(), but it would work better
509     * if describle_item() would be called to get this information and
510     * caller would handle FULL_RING_DESCRIPTION definition.
511     * Or make FULL_RING_DESCRIPTION standard part of a game and let
512     * client handle names.
513     */
514 root 1.4
515 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
516     * from stats.sp - b.t.
517     */
518 root 1.4 char *
519     ring_desc (const object *op)
520 elmex 1.1 {
521 root 1.4 static char buf[VERY_BIG_BUF];
522     int attr, val, len;
523 elmex 1.1
524 root 1.4 buf[0] = 0;
525 elmex 1.1
526 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
527 elmex 1.1 return buf;
528 root 1.4
529     for (attr = 0; attr < NUM_STATS; attr++)
530     {
531     if ((val = get_attr_value (&(op->stats), attr)) != 0)
532     {
533     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
534     }
535     }
536     if (op->stats.exp)
537     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
538     if (op->stats.wc)
539     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
540     if (op->stats.dam)
541     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
542     if (op->stats.ac)
543     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
544    
545     strcat (buf, describe_resistance (op, 0));
546    
547     if (op->stats.food != 0)
548     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
549     /* else if (op->stats.food < 0)
550     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
551     if (op->stats.grace)
552     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
553     if (op->stats.sp && op->type != SKILL)
554     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
555     if (op->stats.hp)
556     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
557     if (op->stats.luck)
558     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
559     if (QUERY_FLAG (op, FLAG_LIFESAVE))
560     strcat (buf, "(lifesaving)");
561     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
562     strcat (buf, "(reflect spells)");
563     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
564     strcat (buf, "(reflect missiles)");
565     if (QUERY_FLAG (op, FLAG_STEALTH))
566     strcat (buf, "(stealth)");
567     /* Shorten some of the names, so they appear better in the windows */
568     len = strlen (buf);
569     DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
570     DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
571     DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
572    
573     /* if(op->item_power)
574     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
575     */
576     if (buf[0] == 0 && op->type != SKILL)
577     strcpy (buf, "of adornment");
578    
579    
580     return buf;
581 elmex 1.1 }
582    
583     /*
584     * query_short_name(object) is similar to query_name, but doesn't
585     * contain any information about object status (worn/cursed/etc.)
586     */
587 root 1.4 const char *
588     query_short_name (const object *op)
589 elmex 1.1 {
590 root 1.4 static char buf[HUGE_BUF];
591     char buf2[HUGE_BUF];
592     int len = 0;
593    
594     if (op->name == NULL)
595     return "(null)";
596 root 1.5
597 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
598     return op->name; /* To speed things up (or make things slower?) */
599    
600     if (op->nrof <= 1)
601     safe_strcat (buf, op->name, &len, HUGE_BUF);
602     else
603     safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
604    
605     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
606     {
607     safe_strcat (buf, " ", &len, HUGE_BUF);
608     safe_strcat (buf, op->title, &len, HUGE_BUF);
609 elmex 1.1 }
610    
611 root 1.4 switch (op->type)
612     {
613 root 1.2 case SPELLBOOK:
614     case SCROLL:
615     case WAND:
616     case ROD:
617 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
618     {
619     if (!op->title)
620     {
621     safe_strcat (buf, " of ", &len, HUGE_BUF);
622     if (op->inv)
623     safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
624     else
625     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
626 root 1.2 }
627 root 1.4 if (op->type != SPELLBOOK)
628     {
629     sprintf (buf2, " (lvl %d)", op->level);
630     safe_strcat (buf, buf2, &len, HUGE_BUF);
631 root 1.2 }
632     }
633 root 1.4 break;
634 elmex 1.1
635 root 1.4 case SKILL:
636     case AMULET:
637     case RING:
638     if (!op->title)
639     {
640     /* If ring has a title, full description isn't so useful */
641     char *s = ring_desc (op);
642    
643     if (s[0])
644     {
645     safe_strcat (buf, " ", &len, HUGE_BUF);
646     safe_strcat (buf, s, &len, HUGE_BUF);
647     }
648     }
649     break;
650     default:
651     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
652     {
653     sprintf (buf2, " %+d", op->magic);
654     safe_strcat (buf, buf2, &len, HUGE_BUF);
655 root 1.2 }
656 elmex 1.1 }
657 root 1.4 return buf;
658 elmex 1.1 }
659    
660     /*
661     * query_name(object) returns a character pointer pointing to a static
662     * buffer which contains a verbose textual representation of the name
663     * of the given object.
664     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
665     * you can make several calls to query_name before the bufs start getting
666     * overwritten. This may be a bad thing (it may be easier to assume the value
667     * returned is good forever.) However, it makes printing statements that
668     * use several names much easier (don't need to store them to temp variables.)
669     *
670     */
671 root 1.4 char *
672     query_name (const object *op)
673     {
674     static char buf[5][HUGE_BUF];
675     static int use_buf = 0;
676     int len = 0;
677    
678 elmex 1.1 #ifdef NEW_MATERIAL_CODE
679 root 1.4 materialtype_t *mt;
680 elmex 1.1 #endif
681    
682 root 1.4 use_buf++;
683     use_buf %= 5;
684 elmex 1.1
685     #ifdef NEW_MATERIAL_CODE
686 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
687     {
688     mt = name_to_material (op->materialname);
689     if (mt)
690     {
691     safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
692     safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
693 root 1.2 }
694 elmex 1.1 }
695     #endif
696    
697 root 1.4 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
698 elmex 1.1
699 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
700     safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
701     if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
702     safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
703    
704     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
705     {
706     if (QUERY_FLAG (op, FLAG_DAMNED))
707     safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
708     else if (QUERY_FLAG (op, FLAG_CURSED))
709     safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
710     }
711     /* Basically, if the object is known magical (detect magic spell on it),
712     * and it isn't identified, print out the fact that
713     * it is magical. Assume that the detect magical spell will only set
714     * KNOWN_MAGICAL if the item actually is magical.
715     *
716     * Changed in V 0.91.4 - still print that the object is magical even
717     * if it has been applied. Equipping an item does not tell full
718     * abilities, especially for artifact items.
719     */
720     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
721     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
722 elmex 1.1
723     #if 0
724 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
725     * be returned in the name.
726     */
727     if (op->item_power)
728     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
729 elmex 1.1
730     #endif
731    
732 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
733     {
734     switch (op->type)
735     {
736     case BOW:
737     case WAND:
738     case ROD:
739     case HORN:
740     safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
741     break;
742     case WEAPON:
743     safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
744     break;
745     case ARMOUR:
746     case HELMET:
747     case SHIELD:
748     case RING:
749     case BOOTS:
750     case GLOVES:
751     case AMULET:
752     case GIRDLE:
753     case BRACERS:
754     case CLOAK:
755     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
756     break;
757     case CONTAINER:
758     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
759     break;
760     case SKILL:
761     default:
762     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
763 root 1.2 }
764 elmex 1.1 }
765 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
766     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
767 elmex 1.1
768 root 1.4 return buf[use_buf];
769 elmex 1.1 }
770    
771     /*
772     * query_base_name(object) returns a character pointer pointing to a static
773     * buffer which contains a verbose textual representation of the name
774     * of the given object. The buffer will be overwritten at the next
775     * call to query_base_name(). This is a lot like query_name, but we
776     * don't include the item count or item status. Used for inventory sorting
777     * and sending to client.
778     * If plural is set, we generate the plural name of this.
779     */
780 root 1.4 const char *
781     query_base_name (const object *op, int plural)
782     {
783     static char buf[MAX_BUF], buf2[MAX_BUF];
784     int len;
785     materialtype_t *mt;
786 elmex 1.1
787 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
788     return "(null)";
789 elmex 1.1
790 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791     return op->name; /* To speed things up (or make things slower?) */
792 elmex 1.1
793 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
794     mt = name_to_material (op->materialname);
795 elmex 1.1
796     #ifdef NEW_MATERIAL_CODE
797 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
798     op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
799     {
800     strcpy (buf, mt->description);
801     len = strlen (buf);
802     safe_strcat (buf, " ", &len, MAX_BUF);
803     if (!plural)
804     safe_strcat (buf, op->name, &len, MAX_BUF);
805     else
806     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
807     }
808     else
809     {
810 elmex 1.1 #endif
811 root 1.4 if (!plural)
812     strcpy (buf, op->name);
813     else
814     strcpy (buf, op->name_pl);
815     len = strlen (buf);
816 elmex 1.1 #ifdef NEW_MATERIAL_CODE
817     }
818     #endif
819    
820 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
821     {
822     safe_strcat (buf, " ", &len, MAX_BUF);
823     safe_strcat (buf, op->title, &len, MAX_BUF);
824 elmex 1.1 }
825    
826 root 1.4 switch (op->type)
827     {
828 root 1.2 case SPELLBOOK:
829     case SCROLL:
830     case WAND:
831     case ROD:
832 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
833     {
834     if (!op->title)
835     {
836     safe_strcat (buf, " of ", &len, MAX_BUF);
837     if (op->inv)
838     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
839     else
840     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
841 root 1.2 }
842 root 1.4 if (op->type != SPELLBOOK)
843     {
844     sprintf (buf2, " (lvl %d)", op->level);
845     safe_strcat (buf, buf2, &len, MAX_BUF);
846 root 1.2 }
847     }
848 root 1.4 break;
849 elmex 1.1
850    
851 root 1.4 case SKILL:
852     case AMULET:
853     case RING:
854     if (!op->title)
855     {
856     /* If ring has a title, full description isn't so useful */
857     char *s = ring_desc (op);
858    
859     if (s[0])
860     {
861     safe_strcat (buf, " ", &len, MAX_BUF);
862     safe_strcat (buf, s, &len, MAX_BUF);
863     }
864     }
865     break;
866     default:
867     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
868     {
869     sprintf (buf + strlen (buf), " %+d", op->magic);
870 root 1.2 }
871 elmex 1.1 }
872 root 1.4 return buf;
873 elmex 1.1 }
874    
875     /* Break this off from describe_item - that function was way
876     * too long, making it difficult to read. This function deals
877     * with describing the monsters & players abilities. It should only
878     * be called with monster & player objects. Returns a description
879     * in a static buffer.
880     */
881    
882 root 1.4 static char *
883     describe_monster (const object *op)
884     {
885     char buf[MAX_BUF];
886     static char retbuf[VERY_BIG_BUF];
887     int i;
888    
889     retbuf[0] = '\0';
890    
891     /* Note that the resolution this provides for players really isn't
892     * very good. Any player with a speed greater than .67 will
893     * fall into the 'lightning fast movement' category.
894     */
895     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
896     {
897     switch ((int) ((FABS (op->speed)) * 15))
898     {
899 root 1.2 case 0:
900 root 1.4 strcat (retbuf, "(very slow movement)");
901     break;
902 root 1.2 case 1:
903 root 1.4 strcat (retbuf, "(slow movement)");
904     break;
905 root 1.2 case 2:
906 root 1.4 strcat (retbuf, "(normal movement)");
907     break;
908 root 1.2 case 3:
909     case 4:
910 root 1.4 strcat (retbuf, "(fast movement)");
911     break;
912 root 1.2 case 5:
913     case 6:
914 root 1.4 strcat (retbuf, "(very fast movement)");
915     break;
916 root 1.2 case 7:
917     case 8:
918     case 9:
919     case 10:
920 root 1.4 strcat (retbuf, "(extremely fast movement)");
921     break;
922 root 1.2 default:
923 root 1.4 strcat (retbuf, "(lightning fast movement)");
924     break;
925 root 1.2 }
926 elmex 1.1 }
927 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
928     strcat (retbuf, "(undead)");
929     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
930     strcat (retbuf, "(see invisible)");
931     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
932     strcat (retbuf, "(wield weapon)");
933     if (QUERY_FLAG (op, FLAG_USE_BOW))
934     strcat (retbuf, "(archer)");
935     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
936     strcat (retbuf, "(wear armour)");
937     if (QUERY_FLAG (op, FLAG_USE_RING))
938     strcat (retbuf, "(wear ring)");
939     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
940     strcat (retbuf, "(read scroll)");
941     if (QUERY_FLAG (op, FLAG_USE_RANGE))
942     strcat (retbuf, "(fires wand/rod/horn)");
943     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
944     strcat (retbuf, "(skill user)");
945     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
946     strcat (retbuf, "(spellcaster)");
947     if (QUERY_FLAG (op, FLAG_FRIENDLY))
948     strcat (retbuf, "(friendly)");
949     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
950     strcat (retbuf, "(unaggressive)");
951     if (QUERY_FLAG (op, FLAG_HITBACK))
952     strcat (retbuf, "(hitback)");
953     if (QUERY_FLAG (op, FLAG_STEALTH))
954     strcat (retbuf, "(stealthy)");
955     if (op->randomitems != NULL)
956     {
957     treasure *t;
958     int first = 1;
959    
960     for (t = op->randomitems->items; t != NULL; t = t->next)
961     if (t->item && (t->item->clone.type == SPELL))
962     {
963     if (first)
964     {
965     first = 0;
966     strcat (retbuf, "(Spell abilities:)");
967     }
968     strcat (retbuf, "(");
969     strcat (retbuf, t->item->clone.name);
970     strcat (retbuf, ")");
971     }
972     }
973     if (op->type == PLAYER)
974     {
975     if (op->contr->digestion)
976     {
977     if (op->contr->digestion != 0)
978     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
979     strcat (retbuf, buf);
980     }
981     if (op->contr->gen_grace)
982     {
983     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
984     strcat (retbuf, buf);
985     }
986     if (op->contr->gen_sp)
987     {
988     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
989     strcat (retbuf, buf);
990     }
991     if (op->contr->gen_hp)
992     {
993     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
994     strcat (retbuf, buf);
995     }
996     if (op->stats.luck)
997     {
998     sprintf (buf, "(luck%+d)", op->stats.luck);
999     strcat (retbuf, buf);
1000     }
1001 elmex 1.1 }
1002 root 1.4
1003     /* describe attacktypes */
1004     if (is_dragon_pl (op))
1005     {
1006     /* for dragon players display the attacktypes from clawing skill
1007     * Break apart the for loop - move the comparison checking down -
1008     * this makes it more readable.
1009     */
1010     object *tmp;
1011    
1012     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1013     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1014     break;
1015    
1016     if (tmp && tmp->attacktype != 0)
1017     {
1018     DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1019     }
1020     else
1021     {
1022     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1023 root 1.2 }
1024 elmex 1.1 }
1025 root 1.4 else
1026     {
1027     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1028     }
1029     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1030     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1031     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1032     for (i = 0; i < NROFATTACKS; i++)
1033     {
1034     if (op->resist[i])
1035     {
1036     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1037     strcat (retbuf, buf);
1038 root 1.2 }
1039 elmex 1.1 }
1040 root 1.4 return retbuf;
1041 elmex 1.1 }
1042    
1043    
1044     /*
1045     * Returns a pointer to a static buffer which contains a
1046     * description of the given object.
1047     * If it is a monster, lots of information about its abilities
1048     * will be returned.
1049     * If it is an item, lots of information about which abilities
1050     * will be gained about its user will be returned.
1051     * If it is a player, it writes out the current abilities
1052     * of the player, which is usually gained by the items applied.
1053     * It would be really handy to actually pass another object
1054     * pointer on who is examining this object. Then, you could reveal
1055     * certain information depending on what the examiner knows, eg,
1056     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1057     * a dragon player examining food. Could have things like
1058     * a dwarven axe, in which the full abilities are only known to
1059     * dwarves, etc.
1060     *
1061     * This function is really much more complicated than it should
1062     * be, because different objects have different meanings
1063     * for the same field (eg, wands use 'food' for charges). This
1064     * means these special cases need to be worked out.
1065     *
1066     * Add 'owner' who is the person examining this object.
1067     * owner can be null if no one is being associated with this
1068     * item (eg, debug dump or the like)
1069     */
1070    
1071 root 1.4 char *
1072     describe_item (const object *op, object *owner)
1073     {
1074     char buf[MAX_BUF];
1075     static char retbuf[VERY_BIG_BUF];
1076     int identified, i;
1077    
1078     retbuf[0] = '\0';
1079     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1080     {
1081     return describe_monster (op);
1082     }
1083     /* figure this out once, instead of making multiple calls to need_identify.
1084     * also makes the code easier to read.
1085     */
1086     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1087     identified = 1;
1088     else
1089     {
1090     strcpy (retbuf, "(unidentified)");
1091     identified = 0;
1092 elmex 1.1 }
1093 root 1.4 switch (op->type)
1094     {
1095 root 1.2 case BOW:
1096     case ARROW:
1097     case WAND:
1098     case ROD:
1099     case HORN:
1100     case WEAPON:
1101     case ARMOUR:
1102     case HELMET:
1103     case SHIELD:
1104     case BOOTS:
1105     case GLOVES:
1106     case GIRDLE:
1107     case BRACERS:
1108     case CLOAK:
1109     case SKILL_TOOL:
1110 root 1.4 break; /* We have more information to do below this switch */
1111 root 1.2
1112     case POWER_CRYSTAL:
1113 root 1.4 if (op->stats.maxsp > 1000)
1114     { /*higher capacity crystals */
1115     i = (op->stats.maxsp % 100) / 10;
1116     if (i)
1117     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1118     else
1119     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1120     }
1121     else
1122     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1123     strcat (retbuf, buf);
1124     i = (op->stats.sp * 10) / op->stats.maxsp;
1125     if (op->stats.sp == 0)
1126     strcat (retbuf, "empty.");
1127     else if (i == 0)
1128     strcat (retbuf, "almost empty.");
1129     else if (i < 3)
1130     strcat (retbuf, "partially filled.");
1131     else if (i < 6)
1132     strcat (retbuf, "half full.");
1133     else if (i < 9)
1134     strcat (retbuf, "well charged.");
1135     else if (op->stats.sp == op->stats.maxsp)
1136     strcat (retbuf, "fully charged.");
1137     else
1138     strcat (retbuf, "almost full.");
1139     break;
1140 root 1.2 case FOOD:
1141     case FLESH:
1142     case DRINK:
1143 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1144     {
1145     sprintf (buf, "(food+%d)", op->stats.food);
1146     strcat (retbuf, buf);
1147    
1148     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1149     {
1150     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1151     strcat (retbuf, buf);
1152 root 1.2 }
1153 root 1.4
1154     if (!QUERY_FLAG (op, FLAG_CURSED))
1155     {
1156     if (op->stats.hp)
1157     strcat (retbuf, "(heals)");
1158     if (op->stats.sp)
1159     strcat (retbuf, "(spellpoint regen)");
1160 root 1.2 }
1161 root 1.4 else
1162     {
1163     if (op->stats.hp)
1164     strcat (retbuf, "(damages)");
1165     if (op->stats.sp)
1166     strcat (retbuf, "(spellpoint depletion)");
1167 root 1.2 }
1168     }
1169 root 1.4 break;
1170 root 1.2
1171    
1172     case SKILL:
1173     case RING:
1174     case AMULET:
1175 root 1.4 if (op->item_power)
1176     {
1177     sprintf (buf, "(item_power %+d)", op->item_power);
1178     strcat (retbuf, buf);
1179 root 1.2 }
1180 root 1.4 if (op->title)
1181     strcat (retbuf, ring_desc (op));
1182     return retbuf;
1183 elmex 1.1
1184 root 1.2 default:
1185 root 1.4 return retbuf;
1186 elmex 1.1 }
1187    
1188 root 1.4 /* Down here, we more further describe equipment type items.
1189     * only describe them if they have been identified or the like.
1190     */
1191     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1192     {
1193     int attr, val;
1194    
1195     for (attr = 0; attr < NUM_STATS; attr++)
1196     {
1197     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1198     {
1199     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1200     strcat (retbuf, buf);
1201 root 1.2 }
1202     }
1203    
1204 root 1.4 if (op->stats.exp)
1205     {
1206     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1207     strcat (retbuf, buf);
1208 root 1.2 }
1209    
1210    
1211 root 1.4 switch (op->type)
1212     {
1213 root 1.2 case BOW:
1214     case ARROW:
1215     case GIRDLE:
1216     case HELMET:
1217     case SHIELD:
1218     case BOOTS:
1219     case GLOVES:
1220     case WEAPON:
1221     case SKILL:
1222     case RING:
1223     case AMULET:
1224     case ARMOUR:
1225     case BRACERS:
1226     case FORCE:
1227     case CLOAK:
1228 root 1.4 if (op->stats.wc)
1229     {
1230     sprintf (buf, "(wc%+d)", op->stats.wc);
1231     strcat (retbuf, buf);
1232 root 1.2 }
1233 root 1.4 if (op->stats.dam)
1234     {
1235     sprintf (buf, "(dam%+d)", op->stats.dam);
1236     strcat (retbuf, buf);
1237 root 1.2 }
1238 root 1.4 if (op->stats.ac)
1239     {
1240     sprintf (buf, "(ac%+d)", op->stats.ac);
1241     strcat (retbuf, buf);
1242 root 1.2 }
1243 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1244     {
1245     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1246     strcat (retbuf, buf);
1247 root 1.2 }
1248 root 1.4 break;
1249 root 1.2
1250 root 1.4 default:
1251     break;
1252 root 1.2 }
1253 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1254     strcat (retbuf, "(xray-vision)");
1255     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1256     strcat (retbuf, "(infravision)");
1257    
1258     /* levitate was what is was before, so we'll keep it */
1259     if (op->move_type & MOVE_FLY_LOW)
1260     strcat (retbuf, "(levitate)");
1261    
1262     if (op->move_type & MOVE_FLY_HIGH)
1263     strcat (retbuf, "(fly)");
1264    
1265     if (op->move_type & MOVE_SWIM)
1266     strcat (retbuf, "(swim)");
1267    
1268     /* walking is presumed as 'normal', so doesn't need mentioning */
1269    
1270     if (op->item_power)
1271     {
1272     sprintf (buf, "(item_power %+d)", op->item_power);
1273     strcat (retbuf, buf);
1274     }
1275     } /* End if identified or applied */
1276    
1277     /* This blocks only deals with fully identified object.
1278     * it is intentional that this is not an 'else' from a above -
1279     * in this way, information is added.
1280     */
1281     if (identified)
1282     {
1283     int more_info = 0;
1284    
1285     switch (op->type)
1286     {
1287     case ROD: /* These use stats.sp for spell selection and stats.food */
1288     case HORN: /* and stats.hp for spell-point regeneration... */
1289 root 1.2 case BOW:
1290     case ARROW:
1291     case WAND:
1292     case FOOD:
1293     case FLESH:
1294     case DRINK:
1295 root 1.4 more_info = 0;
1296     break;
1297 root 1.2
1298 root 1.4 /* Armor type objects */
1299 root 1.2 case ARMOUR:
1300     case HELMET:
1301     case SHIELD:
1302     case BOOTS:
1303     case GLOVES:
1304     case GIRDLE:
1305     case BRACERS:
1306     case CLOAK:
1307 root 1.4 if (ARMOUR_SPEED (op))
1308     {
1309     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1310     strcat (retbuf, buf);
1311 root 1.2 }
1312 root 1.4 if (ARMOUR_SPELLS (op))
1313     {
1314     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1315     strcat (retbuf, buf);
1316 root 1.2 }
1317 root 1.4 more_info = 1;
1318     break;
1319 root 1.2
1320     case WEAPON:
1321 root 1.4 /* Calculate it the same way fix_player does so the results
1322     * make sense.
1323     */
1324     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1325     if (i < 0)
1326     i = 0;
1327    
1328     sprintf (buf, "(weapon speed %d)", i);
1329     strcat (retbuf, buf);
1330     more_info = 1;
1331     break;
1332    
1333     }
1334     if (more_info)
1335     {
1336     if (op->stats.food)
1337     {
1338     if (op->stats.food != 0)
1339     sprintf (buf, "(sustenance%+d)", op->stats.food);
1340     strcat (retbuf, buf);
1341 root 1.2 }
1342 root 1.4 if (op->stats.grace)
1343     {
1344     sprintf (buf, "(grace%+d)", op->stats.grace);
1345     strcat (retbuf, buf);
1346 root 1.2 }
1347 root 1.4 if (op->stats.sp)
1348     {
1349     sprintf (buf, "(magic%+d)", op->stats.sp);
1350     strcat (retbuf, buf);
1351 root 1.2 }
1352 root 1.4 if (op->stats.hp)
1353     {
1354     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1355     strcat (retbuf, buf);
1356 root 1.2 }
1357     }
1358    
1359 root 1.4 if (op->stats.luck)
1360     {
1361     sprintf (buf, "(luck%+d)", op->stats.luck);
1362     strcat (retbuf, buf);
1363     }
1364     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1365     strcat (retbuf, "(lifesaving)");
1366     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1367     strcat (retbuf, "(reflect spells)");
1368     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1369     strcat (retbuf, "(reflect missiles)");
1370     if (QUERY_FLAG (op, FLAG_STEALTH))
1371     strcat (retbuf, "(stealth)");
1372     if (op->slaying != NULL && op->type != FOOD)
1373     {
1374     sprintf (buf, "(slay %s)", &op->slaying);
1375     strcat (retbuf, buf);
1376     }
1377     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1378     /* resistance on flesh is only visible for quetzals. If
1379     * non flesh, everyone can see its resistances
1380     */
1381     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1382     strcat (retbuf, describe_resistance (op, 0));
1383     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1384     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1385     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1386 elmex 1.1 }
1387    
1388 root 1.4 return retbuf;
1389 elmex 1.1 }
1390    
1391     /* Return true if the item is magical. A magical item is one that
1392     * increases/decreases any abilities, provides a resistance,
1393     * has a generic magical bonus, or is an artifact.
1394     * This function is used by detect_magic to determine if an item
1395     * should be marked as magical.
1396     */
1397    
1398 root 1.4 int
1399     is_magical (const object *op)
1400     {
1401     int i;
1402 elmex 1.1
1403 root 1.4 /* living creatures are considered non magical */
1404     if (QUERY_FLAG (op, FLAG_ALIVE))
1405     return 0;
1406 elmex 1.1
1407 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1408     if (op->title != NULL)
1409     return 1;
1410    
1411     /* Handle rings and amulets specially. If they change any of these
1412     * values, it means they are magical.
1413     */
1414     if ((op->type == AMULET || op->type == RING) &&
1415     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1416     return 1;
1417    
1418     /* Check for stealty, speed, flying, or just plain magic in the boots */
1419     /* Presume any boots that hvae a move_type are special. */
1420     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1421     return 1;
1422    
1423     /* Take care of amulet/shield that reflects spells/missiles */
1424     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1425     return 1;
1426    
1427     /* Take care of helmet of xrays */
1428     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1429     return 1;
1430    
1431     /* Potions & rods are always magical. Wands/staves are also magical,
1432     * assuming they still have any charges left.
1433     */
1434     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1435     return 1;
1436    
1437     /* if something gives a protection, either positive or negative, its magical */
1438     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1439     * so this always works out fine.
1440     */
1441     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1442     if (op->resist[i])
1443     return 1;
1444    
1445     /* Physical protection is expected on some item types, so they should
1446     * not be considered magical.
1447     */
1448     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1449     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1450     return 1;
1451    
1452     /* power crystal, spellbooks, and scrolls are always magical. */
1453     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1454     return 1;
1455    
1456     /* Check to see if it increases/decreases any stats */
1457     for (i = 0; i < NUM_STATS; i++)
1458     if (get_attr_value (&(op->stats), i) != 0)
1459     return 1;
1460    
1461     /* If it doesn't fall into any of the above categories, must
1462     * be non magical.
1463     */
1464     return 0;
1465 elmex 1.1 }
1466    
1467     /* need_identify returns true if the item should be identified. This
1468     * function really should not exist - by default, any item not identified
1469     * should need it.
1470     */
1471    
1472 root 1.4 int
1473     need_identify (const object *op)
1474     {
1475     switch (op->type)
1476     {
1477 root 1.2 case RING:
1478     case WAND:
1479     case ROD:
1480     case HORN:
1481     case SCROLL:
1482     case SKILL:
1483     case SKILLSCROLL:
1484     case SPELLBOOK:
1485     case FOOD:
1486     case POTION:
1487     case BOW:
1488     case ARROW:
1489     case WEAPON:
1490     case ARMOUR:
1491     case SHIELD:
1492     case HELMET:
1493     case AMULET:
1494     case BOOTS:
1495     case GLOVES:
1496     case BRACERS:
1497     case GIRDLE:
1498     case CONTAINER:
1499     case DRINK:
1500     case FLESH:
1501     case INORGANIC:
1502     case CLOSE_CON:
1503     case CLOAK:
1504     case GEM:
1505     case POWER_CRYSTAL:
1506     case POISON:
1507     case BOOK:
1508     case SKILL_TOOL:
1509 root 1.4 return 1;
1510 elmex 1.1 }
1511 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1512     * archetype file can be updated, and this function removed.
1513     */
1514 elmex 1.1 #if 0
1515 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1516 elmex 1.1 #endif
1517 root 1.4 return 0;
1518 elmex 1.1 }
1519    
1520    
1521     /*
1522     * Supposed to fix face-values as well here, but later.
1523     */
1524    
1525 root 1.4 void
1526     identify (object *op)
1527     {
1528     object *pl;
1529 elmex 1.1
1530 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1531     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1532     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1533    
1534     /*
1535     * We want autojoining of equal objects:
1536     */
1537     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1538     SET_FLAG (op, FLAG_KNOWN_CURSED);
1539    
1540     if (op->type == POTION)
1541     {
1542     if (op->inv && op->randomitems)
1543     op->title = op->inv->name;
1544     else if (op->arch)
1545     {
1546     op->name = op->arch->clone.name;
1547     op->name_pl = op->arch->clone.name_pl;
1548     }
1549 elmex 1.1 }
1550    
1551 root 1.4 /* If the object is on a map, make sure we update its face */
1552     if (op->map)
1553     update_object (op, UP_OBJ_FACE);
1554     else
1555     {
1556     pl = is_player_inv (op->env);
1557     if (pl)
1558     /* A lot of the values can change from an update - might as well send
1559     * it all.
1560     */
1561     esrv_send_item (pl, op);
1562 elmex 1.1 }
1563     }