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 |
|
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* the terms of the Affero GNU General Public License as published by the |
10 |
|
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* Free Software Foundation, either version 3 of the License, or (at your |
11 |
|
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* 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 |
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
|
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* 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 |
|
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* <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 |
|
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#include <global.h> |
26 |
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#include <living.h> |
27 |
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#include <spells.h> |
28 |
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|
29 |
root |
1.42 |
const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; |
30 |
|
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|
31 |
elmex |
1.1 |
/* the ordering of this is actually doesn't make a difference |
32 |
|
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* However, for ease of use, new entries should go at the end |
33 |
|
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* so those people that debug the code that get used to something |
34 |
|
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* being in the location 4 don't get confused. |
35 |
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* |
36 |
|
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* The ordering in save_name, use_name, nonuse_name. |
37 |
|
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* save_name is the name used to load/save it from files. It should |
38 |
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* match that of the doc/Developers/objects. The only |
39 |
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* real limitation is that it shouldn't have spaces or other characters |
40 |
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* that may mess up the match code. It must also start with body_ |
41 |
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* use_name is how we describe the location if we can use it. |
42 |
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* nonuse_name is how we describe it if we can't use it. I think |
43 |
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* the values below will make it pretty clear how those work out |
44 |
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* They are basically there to make life a little easier - if a character |
45 |
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* examines an item and it says it goes on 'your arm', its pretty clear |
46 |
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* they can use it. See the last sample (commented out) for a dragon |
47 |
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* Note that using the term 'human' may not be very accurate, humanoid |
48 |
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* may be better. |
49 |
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* Basically, for the use/nonuse, the code does something like: |
50 |
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* "This item goes %s\n", with the use/nonuse values filling in the %s |
51 |
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*/ |
52 |
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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 |
|
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{KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
55 |
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{KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, |
56 |
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{KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, |
57 |
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{KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, |
58 |
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{KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, |
59 |
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{KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, |
60 |
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{KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
61 |
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{KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , |
62 |
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{KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
63 |
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{KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
64 |
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{KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
65 |
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{KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
66 |
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{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 |
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}; |
69 |
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70 |
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static char numbers_10[10][20] = { |
71 |
root |
1.4 |
"zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
72 |
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"eighty", "ninety" |
73 |
elmex |
1.1 |
}; |
74 |
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|
75 |
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static char levelnumbers[21][20] = { |
76 |
root |
1.4 |
"zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", |
77 |
elmex |
1.1 |
"eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", |
78 |
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"fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", |
79 |
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"nineteen", "twentieth" |
80 |
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}; |
81 |
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82 |
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static char levelnumbers_10[11][20] = { |
83 |
root |
1.4 |
"zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", |
84 |
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"seventieth", "eightieth", "ninetieth" |
85 |
elmex |
1.1 |
}; |
86 |
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87 |
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/* The following is a large table of item types, the fields are: |
88 |
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* item number, item name, item name (plural), and two numbers that are the skills |
89 |
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* used to identify them. Anytime a new item type is added or removed, this list |
90 |
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* should be altered to reflect that. The defines for the numerical values are in |
91 |
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* define.h |
92 |
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*/ |
93 |
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static const typedata item_types[] = { |
94 |
root |
1.4 |
{PLAYER, "player", "players", 0, 0}, |
95 |
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{ROD, "rod", "rods", SK_THAUMATURGY, 0}, |
96 |
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{TREASURE, "treasure", "treasure", 0, 0}, |
97 |
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{POTION, "potion", "potions", SK_ALCHEMY, 0}, |
98 |
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{FOOD, "food", "food", SK_WOODSMAN, 0}, |
99 |
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{POISON, "poison", "poisons", SK_ALCHEMY, 0}, |
100 |
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{BOOK, "book", "books", SK_LITERACY, 0}, |
101 |
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{CLOCK, "clock", "clocks", 0, 0}, |
102 |
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{ARROW, "arrow", "arrows", SK_BOWYER, 0}, |
103 |
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{BOW, "bow", "bows", SK_BOWYER, 0}, |
104 |
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{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, |
105 |
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{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, |
106 |
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{PEDESTAL, "pedestal", "pedestals", 0, 0}, |
107 |
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{ALTAR, "altar", "altars", 0, 0}, |
108 |
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{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, |
109 |
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{SPECIAL_KEY, "special key", "special keys", 0, 0}, |
110 |
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{MAP, "map", "maps", 0, 0}, |
111 |
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{DOOR, "door", "doors", 0, 0}, |
112 |
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{KEY, "key", "keys", 0, 0}, |
113 |
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{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, |
114 |
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{TRIGGER, "trigger", "triggers", 0, 0}, |
115 |
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{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, |
116 |
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{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, |
117 |
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{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, |
118 |
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{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, |
119 |
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{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, |
120 |
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{SHIELD, "shield", "shields", SK_SMITHERY, 0}, |
121 |
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{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, |
122 |
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{HORN, "horn", "horns", SK_THAUMATURGY, 0}, |
123 |
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{MONEY, "money", "money", 0, 0}, |
124 |
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{CLASS, "class", "classes", 0, 0}, |
125 |
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{GRAVESTONE, "gravestone", "gravestones", 0, 0}, |
126 |
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{AMULET, "amulet", "amulets", SK_JEWELER, 0}, |
127 |
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{PLAYERMOVER, "player mover", "player movers", 0, 0}, |
128 |
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{TELEPORTER, "teleporter", "teleporters", 0, 0}, |
129 |
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{CREATOR, "creator", "creators", 0, 0}, |
130 |
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{SKILL, "skill", "skills", 0, 0}, |
131 |
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{EARTHWALL, "earthwall", "earthwalls", 0, 0}, |
132 |
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{GOLEM, "golem", "golems", 0, 0}, |
133 |
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{THROWN_OBJ, "projectile", "projectiles", 0, 0}, |
134 |
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{BLINDNESS, "blindness", "blindness", 0, 0}, |
135 |
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{GOD, "god", "gods", 0, 0}, |
136 |
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{DETECTOR, "detector", "detectors", 0, 0}, |
137 |
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{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, |
138 |
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{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, |
139 |
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{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, |
140 |
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{MARKER, "marker", "markers", 0, 0}, |
141 |
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{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, |
142 |
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{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, |
143 |
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{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, |
144 |
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{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, |
145 |
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{GEM, "gem", "gems", SK_JEWELER, 0}, |
146 |
|
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{FIREWALL, "firewall", "firewalls", 0, 0}, |
147 |
|
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{ANVIL, "anvil", "anvils", 0, 0}, |
148 |
|
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{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, |
149 |
|
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{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, |
150 |
|
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{EXIT, "exit", "exits", 0, 0}, |
151 |
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{ENCOUNTER, "encounter", "encounters", 0, 0}, |
152 |
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{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, |
153 |
|
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{SHOP_MAT, "shop mat", "shop mats", 0, 0}, |
154 |
|
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{RING, "ring", "rings", SK_JEWELER, 0}, |
155 |
|
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{FLOOR, "floor", "floors", 0, 0}, |
156 |
|
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{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, |
157 |
|
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{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
158 |
|
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{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
159 |
|
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{LIGHTER, "lighter", "lighters", 0, 0}, |
160 |
elmex |
1.12 |
{BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
161 |
root |
1.4 |
{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
162 |
|
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{LAMP, "lamp", "lamps", 0, 0}, |
163 |
|
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{DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
164 |
|
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{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
165 |
|
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{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
166 |
|
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{SPINNER, "spinner", "spinners", 0, 0}, |
167 |
|
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{GATE, "gate", "gates", 0, 0}, |
168 |
|
|
{BUTTON, "button", "buttons", 0, 0}, |
169 |
root |
1.59 |
{T_HANDLE, "cf handle", "cf handles", 0, 0}, |
170 |
root |
1.4 |
{HOLE, "hole", "holes", 0, 0}, |
171 |
|
|
{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
172 |
|
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{SIGN, "sign", "signs", 0, 0}, |
173 |
|
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{BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
174 |
|
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{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
175 |
|
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{SPELL, "spell", "spells", 0, 0}, |
176 |
|
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{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, |
177 |
|
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{CONVERTER, "converter", "converters", 0, 0}, |
178 |
|
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{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, |
179 |
|
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{POISONING, "poisoning", "poisonings", 0, 0}, |
180 |
|
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{SAVEBED, "savebed", "savebeds", 0, 0}, |
181 |
|
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{WAND, "wand", "wands", SK_THAUMATURGY, 0}, |
182 |
|
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{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, |
183 |
|
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{DIRECTOR, "director", "directors", 0, 0}, |
184 |
|
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{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, |
185 |
|
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{FORCE, "force", "forces", 0, 0}, |
186 |
|
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{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, |
187 |
|
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{CLOSE_CON, "closed container", "closed container", 0, 0}, |
188 |
|
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{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, |
189 |
|
|
{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, |
190 |
|
|
{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, |
191 |
|
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{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, |
192 |
|
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{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, |
193 |
|
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{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, |
194 |
|
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{MENU, "inventory list", "inventory lists", 0, 0}, |
195 |
|
|
{RUNE, "rune", "runes", 0, 0}, |
196 |
|
|
{TRAP, "trap", "traps", 0, 0}, |
197 |
|
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{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, |
198 |
|
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{CORPSE, "corpse", "corpses", 0, 0}, |
199 |
|
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{DISEASE, "disease", "diseases", 0, 0}, |
200 |
|
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{SYMPTOM, "symptom", "symptoms", 0, 0}, |
201 |
|
|
{BUILDER, "item builder", "item builders", 0, 0}, |
202 |
|
|
{MATERIAL, "building material", "building materials", 0, 0}, |
203 |
|
|
{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
204 |
elmex |
1.1 |
}; |
205 |
|
|
|
206 |
root |
1.63 |
static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
207 |
elmex |
1.1 |
|
208 |
|
|
/* This curve may be too steep. But the point is that there should |
209 |
|
|
* be tough choices - there is no real point to this if everyone can |
210 |
|
|
* wear whatever they want with no worries. Perhaps having the steep |
211 |
|
|
* curve is good (maybe even steeper), but allowing players to |
212 |
|
|
* have 2 * level instead. Ideally, top level characters should only be |
213 |
|
|
* able to use 2-3 of the most powerful items. |
214 |
|
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* note that this table is only really used for program generated items - |
215 |
|
|
* custom objects can use whatever they want. |
216 |
|
|
*/ |
217 |
|
|
static int enc_to_item_power[21] = { |
218 |
root |
1.4 |
0, 0, 1, 2, 3, 4, /* 5 */ |
219 |
|
|
5, 7, 9, 11, 13, /* 10 */ |
220 |
|
|
15, 18, 21, 24, 27, /* 15 */ |
221 |
|
|
30, 35, 40, 45, 50 /* 20 */ |
222 |
elmex |
1.1 |
}; |
223 |
|
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|
224 |
root |
1.4 |
int |
225 |
|
|
get_power_from_ench (int ench) |
226 |
elmex |
1.1 |
{ |
227 |
root |
1.53 |
return enc_to_item_power [clamp (ench, 0, 20)]; |
228 |
elmex |
1.1 |
} |
229 |
|
|
|
230 |
|
|
/* This takes an object 'op' and figures out what its item_power |
231 |
|
|
* rating should be. This should only really be used by the treasure |
232 |
|
|
* generation code, and when loading legacy objects. It returns |
233 |
|
|
* the item_power it calculates. |
234 |
|
|
* If flag is 1, we return the number of enchantment, and not the |
235 |
|
|
* the power. This is used in the treasure code. |
236 |
|
|
*/ |
237 |
root |
1.4 |
int |
238 |
|
|
calc_item_power (const object *op, int flag) |
239 |
elmex |
1.1 |
{ |
240 |
root |
1.4 |
int i, tmp, enc; |
241 |
elmex |
1.1 |
|
242 |
root |
1.4 |
enc = 0; |
243 |
|
|
for (i = 0; i < NUM_STATS; i++) |
244 |
root |
1.33 |
enc += op->stats.stat (i); |
245 |
root |
1.4 |
|
246 |
|
|
/* This protection logic is pretty flawed. 20% fire resistance |
247 |
|
|
* is much more valuable than 20% confusion, or 20% slow, or |
248 |
|
|
* several others. Start at 1 - ignore physical - all that normal |
249 |
|
|
* armour shouldn't be counted against |
250 |
|
|
*/ |
251 |
|
|
tmp = 0; |
252 |
|
|
for (i = 1; i < NROFATTACKS; i++) |
253 |
|
|
tmp += op->resist[i]; |
254 |
|
|
|
255 |
|
|
/* Add/substract 10 so that the rounding works out right */ |
256 |
|
|
if (tmp > 0) |
257 |
|
|
enc += (tmp + 10) / 20; |
258 |
|
|
else if (tmp < 0) |
259 |
|
|
enc += (tmp - 10) / 20; |
260 |
|
|
|
261 |
|
|
enc += op->magic; |
262 |
|
|
|
263 |
|
|
/* For each attacktype a weapon has, one more encantment. Start at 1 - |
264 |
|
|
* physical doesn't count against total. |
265 |
|
|
*/ |
266 |
|
|
if (op->type == WEAPON) |
267 |
|
|
{ |
268 |
|
|
for (i = 1; i < NROFATTACKS; i++) |
269 |
|
|
if (op->attacktype & (1 << i)) |
270 |
|
|
enc++; |
271 |
root |
1.49 |
|
272 |
root |
1.4 |
if (op->slaying) |
273 |
|
|
enc += 2; /* What it slays is probably more relevent */ |
274 |
|
|
} |
275 |
root |
1.49 |
|
276 |
root |
1.4 |
/* Items the player can equip */ |
277 |
|
|
if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || |
278 |
|
|
(op->type == SHIELD) || (op->type == RING) || |
279 |
|
|
(op->type == BOOTS) || (op->type == GLOVES) || |
280 |
|
|
(op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) |
281 |
|
|
{ |
282 |
|
|
enc += op->stats.food; /* sustenance */ |
283 |
|
|
enc += op->stats.hp; /* hp regen */ |
284 |
|
|
enc += op->stats.sp; /* mana regen */ |
285 |
|
|
enc += op->stats.grace; /* grace regen */ |
286 |
|
|
enc += op->stats.exp; /* speed bonus */ |
287 |
|
|
} |
288 |
root |
1.49 |
|
289 |
root |
1.4 |
enc += op->stats.luck; |
290 |
|
|
|
291 |
|
|
/* Do spell paths now */ |
292 |
|
|
for (i = 1; i < NRSPELLPATHS; i++) |
293 |
root |
1.66 |
if (op->path_attuned & (1 << i)) |
294 |
|
|
enc++; |
295 |
|
|
else if (op->path_denied & (1 << i)) |
296 |
|
|
enc -= 2; |
297 |
|
|
else if (op->path_repelled & (1 << i)) |
298 |
|
|
enc--; |
299 |
root |
1.4 |
|
300 |
root |
1.55 |
if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
301 |
|
|
if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
302 |
|
|
if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
303 |
|
|
if (op->flag [FLAG_XRAYS ]) enc += 2; |
304 |
|
|
if (op->flag [FLAG_STEALTH ]) enc += 1; |
305 |
|
|
if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1; |
306 |
|
|
if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; |
307 |
elmex |
1.1 |
|
308 |
root |
1.4 |
return get_power_from_ench (enc); |
309 |
elmex |
1.1 |
} |
310 |
|
|
|
311 |
|
|
/* returns the typedata that has a number equal to itemtype, if there |
312 |
|
|
* isn't one, returns NULL */ |
313 |
root |
1.4 |
const typedata * |
314 |
|
|
get_typedata (int itemtype) |
315 |
|
|
{ |
316 |
root |
1.55 |
for (int i = 0; i < item_types_size; i++) |
317 |
root |
1.4 |
if (item_types[i].number == itemtype) |
318 |
|
|
return &item_types[i]; |
319 |
root |
1.49 |
|
320 |
root |
1.4 |
return NULL; |
321 |
elmex |
1.1 |
} |
322 |
|
|
|
323 |
|
|
/* returns the typedata that has a name equal to itemtype, if there |
324 |
|
|
* isn't one, return the plural name that matches, if there still isn't |
325 |
|
|
* one return NULL */ |
326 |
root |
1.4 |
const typedata * |
327 |
|
|
get_typedata_by_name (const char *name) |
328 |
|
|
{ |
329 |
root |
1.55 |
for (int i = 0; i < item_types_size; i++) |
330 |
root |
1.4 |
if (!strcmp (item_types[i].name, name)) |
331 |
|
|
return &item_types[i]; |
332 |
root |
1.49 |
|
333 |
root |
1.55 |
for (int i = 0; i < item_types_size; i++) |
334 |
root |
1.4 |
if (!strcmp (item_types[i].name_pl, name)) |
335 |
|
|
{ |
336 |
|
|
LOG (llevInfo, |
337 |
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); |
338 |
root |
1.4 |
return &item_types[i]; |
339 |
|
|
} |
340 |
root |
1.49 |
|
341 |
root |
1.55 |
return 0; |
342 |
elmex |
1.1 |
} |
343 |
root |
1.4 |
|
344 |
elmex |
1.1 |
/* describe_resistance generates the visible naming for resistances. |
345 |
|
|
* returns a static array of the description. This can return |
346 |
|
|
* a big buffer. |
347 |
|
|
* if newline is true, we don't put parens around the description |
348 |
|
|
* but do put a newline at the end. Useful when dumping to files |
349 |
|
|
*/ |
350 |
root |
1.25 |
const char * |
351 |
root |
1.4 |
describe_resistance (const object *op, int newline) |
352 |
elmex |
1.1 |
{ |
353 |
root |
1.60 |
static dynbuf_text buf; buf.clear (); |
354 |
root |
1.4 |
|
355 |
root |
1.60 |
for (int i = 0; i < NROFATTACKS; i++) |
356 |
|
|
if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1)) |
357 |
|
|
buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]); |
358 |
root |
1.55 |
|
359 |
root |
1.4 |
return buf; |
360 |
elmex |
1.1 |
} |
361 |
|
|
|
362 |
|
|
/* |
363 |
|
|
* query_weight(object) returns a character pointer to a static buffer |
364 |
|
|
* containing the text-representation of the weight of the given object. |
365 |
|
|
* The buffer will be overwritten by the next call to query_weight(). |
366 |
root |
1.55 |
* |
367 |
|
|
* Seems to be used only by unimportant stuff. Remove? |
368 |
elmex |
1.1 |
*/ |
369 |
root |
1.25 |
const char * |
370 |
root |
1.4 |
query_weight (const object *op) |
371 |
|
|
{ |
372 |
elmex |
1.1 |
static char buf[10]; |
373 |
root |
1.46 |
sint32 i = op->total_weight (); |
374 |
elmex |
1.1 |
|
375 |
root |
1.4 |
if (op->weight < 0) |
376 |
elmex |
1.1 |
return " "; |
377 |
root |
1.25 |
|
378 |
root |
1.4 |
if (i % 1000) |
379 |
|
|
sprintf (buf, "%6.1f", i / 1000.0); |
380 |
elmex |
1.1 |
else |
381 |
root |
1.4 |
sprintf (buf, "%4d ", i / 1000); |
382 |
root |
1.25 |
|
383 |
elmex |
1.1 |
return buf; |
384 |
|
|
} |
385 |
|
|
|
386 |
|
|
/* |
387 |
|
|
* Returns the pointer to a static buffer containing |
388 |
|
|
* the number requested (of the form first, second, third...) |
389 |
|
|
*/ |
390 |
root |
1.25 |
const char * |
391 |
root |
1.4 |
get_levelnumber (int i) |
392 |
|
|
{ |
393 |
elmex |
1.1 |
static char buf[MAX_BUF]; |
394 |
root |
1.4 |
|
395 |
|
|
if (i > 99) |
396 |
|
|
{ |
397 |
|
|
sprintf (buf, "%d.", i); |
398 |
|
|
return buf; |
399 |
|
|
} |
400 |
root |
1.25 |
|
401 |
root |
1.4 |
if (i < 21) |
402 |
elmex |
1.1 |
return levelnumbers[i]; |
403 |
root |
1.55 |
|
404 |
root |
1.4 |
if (!(i % 10)) |
405 |
|
|
return levelnumbers_10[i / 10]; |
406 |
root |
1.25 |
|
407 |
root |
1.4 |
strcpy (buf, numbers_10[i / 10]); |
408 |
|
|
strcat (buf, levelnumbers[i % 10]); |
409 |
elmex |
1.1 |
return buf; |
410 |
|
|
} |
411 |
|
|
|
412 |
|
|
/* |
413 |
|
|
* Returns pointer to static buffer containing ring's or amulet's |
414 |
|
|
* abilities |
415 |
|
|
* These are taken from old query_name(), but it would work better |
416 |
|
|
* if describle_item() would be called to get this information and |
417 |
|
|
* caller would handle FULL_RING_DESCRIPTION definition. |
418 |
|
|
* Or make FULL_RING_DESCRIPTION standard part of a game and let |
419 |
|
|
* client handle names. |
420 |
|
|
*/ |
421 |
root |
1.4 |
|
422 |
elmex |
1.1 |
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
423 |
|
|
* from stats.sp - b.t. |
424 |
|
|
*/ |
425 |
root |
1.63 |
static const char * |
426 |
root |
1.4 |
ring_desc (const object *op) |
427 |
elmex |
1.1 |
{ |
428 |
root |
1.39 |
static dynbuf_text buf; buf.clear (); |
429 |
root |
1.4 |
int attr, val, len; |
430 |
elmex |
1.1 |
|
431 |
root |
1.39 |
if (QUERY_FLAG (op, FLAG_IDENTIFIED)) |
432 |
|
|
{ |
433 |
|
|
for (attr = 0; attr < NUM_STATS; attr++) |
434 |
|
|
if ((val = op->stats.stat (attr))) |
435 |
|
|
buf.printf ("(%s%+d)", short_stat_name[attr], val); |
436 |
elmex |
1.1 |
|
437 |
root |
1.39 |
if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); |
438 |
|
|
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
439 |
|
|
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
440 |
|
|
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
441 |
|
|
|
442 |
|
|
buf << describe_resistance (op, 0); |
443 |
|
|
|
444 |
|
|
if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
445 |
|
|
if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
446 |
|
|
if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp); |
447 |
|
|
if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
448 |
|
|
if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck); |
449 |
|
|
|
450 |
|
|
if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
451 |
|
|
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
452 |
|
|
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
453 |
|
|
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
454 |
|
|
|
455 |
|
|
buf.add_paths ("Attuned" , op->path_attuned); |
456 |
|
|
buf.add_paths ("Repelled", op->path_repelled); |
457 |
|
|
buf.add_paths ("Denied" , op->path_denied); |
458 |
root |
1.4 |
|
459 |
root |
1.39 |
if (buf.empty ()) |
460 |
|
|
buf << "of adornment"; |
461 |
root |
1.4 |
} |
462 |
root |
1.27 |
|
463 |
root |
1.4 |
return buf; |
464 |
elmex |
1.1 |
} |
465 |
|
|
|
466 |
|
|
/* |
467 |
|
|
* query_short_name(object) is similar to query_name, but doesn't |
468 |
|
|
* contain any information about object status (worn/cursed/etc.) |
469 |
root |
1.55 |
* |
470 |
|
|
* It is sometimes used when printing messages, so should fit well into a sentence. |
471 |
elmex |
1.1 |
*/ |
472 |
root |
1.4 |
const char * |
473 |
|
|
query_short_name (const object *op) |
474 |
elmex |
1.1 |
{ |
475 |
root |
1.52 |
if (!op->name) |
476 |
root |
1.4 |
return "(null)"; |
477 |
root |
1.5 |
|
478 |
root |
1.42 |
if (!op->nrof |
479 |
|
|
&& !op->weight |
480 |
|
|
&& !op->title |
481 |
|
|
&& !is_magical (op) |
482 |
|
|
&& op->slaying != shstr_money) |
483 |
root |
1.4 |
return op->name; /* To speed things up (or make things slower?) */ |
484 |
|
|
|
485 |
root |
1.42 |
static dynbuf_text buf; buf.clear (); |
486 |
|
|
|
487 |
root |
1.39 |
buf << (op->nrof <= 1 ? op->name : op->name_pl); |
488 |
root |
1.4 |
|
489 |
|
|
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
490 |
root |
1.39 |
buf << ' ' << op->title; |
491 |
elmex |
1.1 |
|
492 |
root |
1.4 |
switch (op->type) |
493 |
|
|
{ |
494 |
root |
1.39 |
case SPELLBOOK: |
495 |
|
|
case SCROLL: |
496 |
|
|
case WAND: |
497 |
|
|
case ROD: |
498 |
|
|
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
499 |
|
|
{ |
500 |
|
|
if (!op->title) |
501 |
|
|
buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
502 |
|
|
|
503 |
|
|
if (op->type != SPELLBOOK) |
504 |
|
|
buf.printf (" (lvl %d)", op->level); |
505 |
|
|
} |
506 |
|
|
break; |
507 |
|
|
|
508 |
root |
1.53 |
case ALTAR: |
509 |
|
|
case TRIGGER_ALTAR: |
510 |
|
|
case IDENTIFY_ALTAR: |
511 |
|
|
case CONVERTER: |
512 |
|
|
if (op->slaying == shstr_money) |
513 |
|
|
{ |
514 |
|
|
bool wrap = !!buf.size (); |
515 |
root |
1.42 |
|
516 |
root |
1.53 |
if (wrap) buf << " ["; |
517 |
root |
1.42 |
|
518 |
root |
1.53 |
archetype *coin = 0; |
519 |
root |
1.42 |
|
520 |
root |
1.53 |
for (char const *const *c = coins; *coins; ++c) |
521 |
|
|
if ((coin = archetype::find (*c))) |
522 |
|
|
if (op->stats.food % coin->value == 0) |
523 |
|
|
break; |
524 |
root |
1.42 |
|
525 |
root |
1.53 |
sint32 coins = op->stats.food / coin->value; |
526 |
root |
1.42 |
|
527 |
root |
1.53 |
buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); |
528 |
root |
1.42 |
|
529 |
root |
1.53 |
if (wrap) buf << ']'; |
530 |
|
|
} |
531 |
|
|
break; |
532 |
root |
1.42 |
|
533 |
root |
1.39 |
case SKILL: |
534 |
|
|
case AMULET: |
535 |
|
|
case RING: |
536 |
|
|
if (!op->title) |
537 |
|
|
{ |
538 |
|
|
/* If ring has a title, full description isn't so useful */ |
539 |
|
|
const char *s = ring_desc (op); |
540 |
elmex |
1.1 |
|
541 |
root |
1.39 |
if (s && *s) |
542 |
|
|
buf << " " << s; |
543 |
|
|
} |
544 |
|
|
break; |
545 |
root |
1.42 |
|
546 |
root |
1.39 |
default: |
547 |
|
|
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
548 |
|
|
buf.printf (" %+d", op->magic); |
549 |
elmex |
1.1 |
} |
550 |
root |
1.39 |
|
551 |
root |
1.4 |
return buf; |
552 |
elmex |
1.1 |
} |
553 |
|
|
|
554 |
|
|
/* |
555 |
|
|
* query_name(object) returns a character pointer pointing to a static |
556 |
|
|
* buffer which contains a verbose textual representation of the name |
557 |
|
|
* of the given object. |
558 |
|
|
* cf 0.92.6: Put in 5 buffers that it will cycle through. In this way, |
559 |
|
|
* you can make several calls to query_name before the bufs start getting |
560 |
|
|
* overwritten. This may be a bad thing (it may be easier to assume the value |
561 |
|
|
* returned is good forever.) However, it makes printing statements that |
562 |
|
|
* use several names much easier (don't need to store them to temp variables.) |
563 |
|
|
* |
564 |
root |
1.55 |
* It is used extensively within messages, so should return only a prose |
565 |
|
|
* and short description of the item. |
566 |
elmex |
1.1 |
*/ |
567 |
root |
1.25 |
const char * |
568 |
root |
1.4 |
query_name (const object *op) |
569 |
|
|
{ |
570 |
root |
1.39 |
int len = 0; |
571 |
|
|
static dynbuf_text bufs[5]; |
572 |
root |
1.4 |
static int use_buf = 0; |
573 |
elmex |
1.1 |
|
574 |
root |
1.4 |
use_buf++; |
575 |
|
|
use_buf %= 5; |
576 |
elmex |
1.1 |
|
577 |
root |
1.39 |
dynbuf_text &buf = bufs [use_buf]; |
578 |
|
|
buf.clear (); |
579 |
|
|
|
580 |
root |
1.67 |
#if 0 |
581 |
|
|
if ((op->is_armor () || op->is_weapon ()) && op->material) |
582 |
|
|
buf << op->material->description << ' '; |
583 |
|
|
#endif |
584 |
elmex |
1.1 |
|
585 |
root |
1.39 |
buf << query_short_name (op); |
586 |
elmex |
1.1 |
|
587 |
root |
1.4 |
if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
588 |
root |
1.39 |
buf << " *"; |
589 |
root |
1.61 |
if (op->is_open_container ()) |
590 |
root |
1.39 |
buf << " (open)"; |
591 |
root |
1.4 |
|
592 |
|
|
if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) |
593 |
|
|
{ |
594 |
|
|
if (QUERY_FLAG (op, FLAG_DAMNED)) |
595 |
root |
1.39 |
buf << " (damned)"; |
596 |
root |
1.4 |
else if (QUERY_FLAG (op, FLAG_CURSED)) |
597 |
root |
1.39 |
buf << " (cursed)"; |
598 |
root |
1.4 |
} |
599 |
root |
1.23 |
|
600 |
root |
1.4 |
/* Basically, if the object is known magical (detect magic spell on it), |
601 |
|
|
* and it isn't identified, print out the fact that |
602 |
|
|
* it is magical. Assume that the detect magical spell will only set |
603 |
|
|
* KNOWN_MAGICAL if the item actually is magical. |
604 |
|
|
* |
605 |
|
|
* Changed in V 0.91.4 - still print that the object is magical even |
606 |
|
|
* if it has been applied. Equipping an item does not tell full |
607 |
|
|
* abilities, especially for artifact items. |
608 |
|
|
*/ |
609 |
|
|
if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) |
610 |
root |
1.39 |
buf << " (magic)"; |
611 |
elmex |
1.1 |
|
612 |
|
|
#if 0 |
613 |
root |
1.55 |
/* item_power will be returned in describe_item - it shouldn't really |
614 |
root |
1.4 |
* be returned in the name. |
615 |
|
|
*/ |
616 |
|
|
if (op->item_power) |
617 |
|
|
sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); |
618 |
elmex |
1.1 |
|
619 |
|
|
#endif |
620 |
|
|
|
621 |
root |
1.4 |
if (QUERY_FLAG (op, FLAG_APPLIED)) |
622 |
|
|
{ |
623 |
|
|
switch (op->type) |
624 |
|
|
{ |
625 |
root |
1.23 |
case BOW: |
626 |
|
|
case WAND: |
627 |
|
|
case ROD: |
628 |
|
|
case HORN: |
629 |
root |
1.39 |
buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); |
630 |
root |
1.23 |
break; |
631 |
|
|
case WEAPON: |
632 |
root |
1.39 |
buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); |
633 |
root |
1.23 |
break; |
634 |
|
|
case ARMOUR: |
635 |
|
|
case HELMET: |
636 |
|
|
case SHIELD: |
637 |
|
|
case RING: |
638 |
|
|
case BOOTS: |
639 |
|
|
case GLOVES: |
640 |
|
|
case AMULET: |
641 |
|
|
case GIRDLE: |
642 |
|
|
case BRACERS: |
643 |
|
|
case CLOAK: |
644 |
root |
1.39 |
buf << " (worn)"; |
645 |
root |
1.23 |
break; |
646 |
|
|
case CONTAINER: |
647 |
root |
1.39 |
buf << " (active)"; |
648 |
root |
1.23 |
break; |
649 |
|
|
case SKILL: |
650 |
|
|
default: |
651 |
root |
1.39 |
buf << " (applied)"; |
652 |
root |
1.2 |
} |
653 |
elmex |
1.1 |
} |
654 |
root |
1.23 |
|
655 |
elmex |
1.54 |
switch (op->type) |
656 |
|
|
{ |
657 |
|
|
case LAMP: |
658 |
|
|
if (op->glow_radius) |
659 |
|
|
buf << " (on)"; |
660 |
|
|
else if (op->stats.food <= 0) |
661 |
|
|
buf << " (empty)"; |
662 |
|
|
else |
663 |
|
|
buf << " (off)"; |
664 |
|
|
break; |
665 |
|
|
|
666 |
|
|
case TORCH: |
667 |
|
|
if (op->glow_radius) |
668 |
|
|
buf << " (burning)"; |
669 |
|
|
else if (op->stats.food <= 0) |
670 |
|
|
buf << " (burned out)"; |
671 |
|
|
break; |
672 |
|
|
} |
673 |
|
|
|
674 |
root |
1.4 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
675 |
root |
1.39 |
buf << " (unpaid)"; |
676 |
elmex |
1.1 |
|
677 |
root |
1.39 |
return buf; |
678 |
elmex |
1.1 |
} |
679 |
|
|
|
680 |
|
|
/* |
681 |
|
|
* query_base_name(object) returns a character pointer pointing to a static |
682 |
|
|
* buffer which contains a verbose textual representation of the name |
683 |
|
|
* of the given object. The buffer will be overwritten at the next |
684 |
|
|
* call to query_base_name(). This is a lot like query_name, but we |
685 |
|
|
* don't include the item count or item status. Used for inventory sorting |
686 |
|
|
* and sending to client. |
687 |
|
|
* If plural is set, we generate the plural name of this. |
688 |
root |
1.55 |
* |
689 |
|
|
* It is sometimes used to display messages, and usually only used to match stuff, |
690 |
|
|
* so maybe this function should be removed. |
691 |
elmex |
1.1 |
*/ |
692 |
root |
1.4 |
const char * |
693 |
|
|
query_base_name (const object *op, int plural) |
694 |
|
|
{ |
695 |
|
|
if ((!plural && !op->name) || (plural && !op->name_pl)) |
696 |
|
|
return "(null)"; |
697 |
elmex |
1.1 |
|
698 |
root |
1.4 |
if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
699 |
|
|
return op->name; /* To speed things up (or make things slower?) */ |
700 |
elmex |
1.1 |
|
701 |
root |
1.39 |
static dynbuf_text buf; buf.clear (); |
702 |
|
|
|
703 |
root |
1.67 |
#if 0 |
704 |
|
|
if ((op->is_armor () || op->is_weapon ()) && op->material) |
705 |
|
|
if (op->arch->material != op->material) |
706 |
|
|
buf << op->material->description << ' '; |
707 |
|
|
#endif |
708 |
root |
1.20 |
|
709 |
root |
1.39 |
buf << (plural ? op->name_pl : op->name); |
710 |
elmex |
1.1 |
|
711 |
root |
1.4 |
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
712 |
root |
1.39 |
buf << ' ' << op->title; |
713 |
elmex |
1.1 |
|
714 |
root |
1.4 |
switch (op->type) |
715 |
|
|
{ |
716 |
root |
1.20 |
case SPELLBOOK: |
717 |
|
|
case SCROLL: |
718 |
|
|
case WAND: |
719 |
|
|
case ROD: |
720 |
|
|
if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
721 |
|
|
{ |
722 |
|
|
if (!op->title) |
723 |
root |
1.39 |
buf << " of " << (op->inv ? &op->inv->name : "bug, please report"); |
724 |
|
|
|
725 |
root |
1.20 |
if (op->type != SPELLBOOK) |
726 |
root |
1.39 |
buf.printf (" (lvl %d)", op->level); |
727 |
root |
1.20 |
} |
728 |
|
|
break; |
729 |
elmex |
1.1 |
|
730 |
|
|
|
731 |
root |
1.20 |
case SKILL: |
732 |
|
|
case AMULET: |
733 |
|
|
case RING: |
734 |
|
|
if (!op->title) |
735 |
|
|
{ |
736 |
|
|
/* If ring has a title, full description isn't so useful */ |
737 |
root |
1.25 |
const char *s = ring_desc (op); |
738 |
root |
1.4 |
|
739 |
root |
1.39 |
if (s && *s) |
740 |
|
|
buf << ' ' << s; |
741 |
root |
1.20 |
} |
742 |
|
|
break; |
743 |
root |
1.29 |
|
744 |
root |
1.20 |
default: |
745 |
|
|
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
746 |
root |
1.39 |
buf.printf (" %+d", op->magic); |
747 |
elmex |
1.1 |
} |
748 |
root |
1.20 |
|
749 |
root |
1.4 |
return buf; |
750 |
elmex |
1.1 |
} |
751 |
|
|
|
752 |
|
|
/* Break this off from describe_item - that function was way |
753 |
|
|
* too long, making it difficult to read. This function deals |
754 |
|
|
* with describing the monsters & players abilities. It should only |
755 |
|
|
* be called with monster & player objects. Returns a description |
756 |
|
|
* in a static buffer. |
757 |
|
|
*/ |
758 |
root |
1.39 |
static const char * |
759 |
root |
1.4 |
describe_monster (const object *op) |
760 |
|
|
{ |
761 |
root |
1.39 |
static dynbuf_text buf; buf.clear (); |
762 |
root |
1.4 |
|
763 |
|
|
/* Note that the resolution this provides for players really isn't |
764 |
|
|
* very good. Any player with a speed greater than .67 will |
765 |
|
|
* fall into the 'lightning fast movement' category. |
766 |
|
|
*/ |
767 |
elmex |
1.16 |
if (op->has_active_speed ()) |
768 |
root |
1.65 |
switch ((int)((fabs (op->speed)) * 15.)) |
769 |
root |
1.39 |
{ |
770 |
|
|
case 0: |
771 |
root |
1.51 |
buf << "(very slow movement)"; |
772 |
root |
1.39 |
break; |
773 |
|
|
case 1: |
774 |
|
|
buf << "(slow movement)"; |
775 |
|
|
break; |
776 |
|
|
case 2: |
777 |
|
|
buf << "(normal movement)"; |
778 |
|
|
break; |
779 |
|
|
case 3: |
780 |
|
|
case 4: |
781 |
|
|
buf << "(fast movement)"; |
782 |
|
|
break; |
783 |
|
|
case 5: |
784 |
|
|
case 6: |
785 |
|
|
buf << "(very fast movement)"; |
786 |
|
|
break; |
787 |
|
|
case 7: |
788 |
|
|
case 8: |
789 |
|
|
case 9: |
790 |
|
|
case 10: |
791 |
|
|
buf << "(extremely fast movement)"; |
792 |
|
|
break; |
793 |
|
|
default: |
794 |
|
|
buf << "(lightning fast movement)"; |
795 |
|
|
break; |
796 |
|
|
} |
797 |
|
|
|
798 |
|
|
if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)"; |
799 |
|
|
if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)"; |
800 |
|
|
if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)"; |
801 |
|
|
if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)"; |
802 |
|
|
if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)"; |
803 |
|
|
if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)"; |
804 |
|
|
if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)"; |
805 |
|
|
if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)"; |
806 |
|
|
if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)"; |
807 |
|
|
if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)"; |
808 |
|
|
if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)"; |
809 |
|
|
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)"; |
810 |
|
|
if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)"; |
811 |
|
|
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)"; |
812 |
|
|
|
813 |
|
|
if (op->randomitems) |
814 |
root |
1.4 |
{ |
815 |
root |
1.39 |
bool first = 1; |
816 |
root |
1.4 |
|
817 |
root |
1.39 |
for (treasure *t = op->randomitems->items; t; t = t->next) |
818 |
root |
1.37 |
if (t->item && t->item->type == SPELL) |
819 |
root |
1.4 |
{ |
820 |
|
|
if (first) |
821 |
root |
1.39 |
buf << "(Spell abilities:)"; |
822 |
|
|
|
823 |
|
|
first = 0; |
824 |
|
|
|
825 |
|
|
buf << '(' << t->item->object::name << ')'; |
826 |
root |
1.4 |
} |
827 |
|
|
} |
828 |
root |
1.39 |
|
829 |
root |
1.4 |
if (op->type == PLAYER) |
830 |
|
|
{ |
831 |
|
|
if (op->contr->digestion) |
832 |
root |
1.39 |
buf.printf ("(sustenance%+d)", op->contr->digestion); |
833 |
|
|
|
834 |
root |
1.4 |
if (op->contr->gen_grace) |
835 |
root |
1.39 |
buf.printf ("(grace%+d)", op->contr->gen_grace); |
836 |
|
|
|
837 |
root |
1.4 |
if (op->contr->gen_sp) |
838 |
root |
1.39 |
buf.printf ("(magic%+d)", op->contr->gen_sp); |
839 |
|
|
|
840 |
root |
1.4 |
if (op->contr->gen_hp) |
841 |
root |
1.39 |
buf.printf ("(regeneration%+d)", op->contr->gen_hp); |
842 |
|
|
|
843 |
root |
1.4 |
if (op->stats.luck) |
844 |
root |
1.39 |
buf.printf ("(luck%+d)", op->stats.luck); |
845 |
elmex |
1.1 |
} |
846 |
root |
1.4 |
|
847 |
|
|
/* describe attacktypes */ |
848 |
|
|
if (is_dragon_pl (op)) |
849 |
|
|
{ |
850 |
|
|
/* for dragon players display the attacktypes from clawing skill |
851 |
|
|
* Break apart the for loop - move the comparison checking down - |
852 |
|
|
* this makes it more readable. |
853 |
|
|
*/ |
854 |
|
|
object *tmp; |
855 |
|
|
|
856 |
root |
1.39 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
857 |
|
|
if (tmp->type == SKILL && tmp->name == shstr_clawing) |
858 |
root |
1.4 |
break; |
859 |
|
|
|
860 |
root |
1.39 |
if (tmp && tmp->attacktype) |
861 |
|
|
buf.add_abilities ("Claws", tmp->attacktype); |
862 |
root |
1.4 |
else |
863 |
root |
1.39 |
buf.add_abilities ("Attacks", op->attacktype); |
864 |
elmex |
1.1 |
} |
865 |
root |
1.4 |
else |
866 |
root |
1.39 |
buf.add_abilities ("Attacks", op->attacktype); |
867 |
root |
1.21 |
|
868 |
root |
1.39 |
buf.add_paths ("Attuned" , op->path_attuned); |
869 |
|
|
buf.add_paths ("Repelled", op->path_repelled); |
870 |
|
|
buf.add_paths ("Denied" , op->path_denied); |
871 |
root |
1.22 |
|
872 |
root |
1.39 |
for (int i = 0; i < NROFATTACKS; i++) |
873 |
root |
1.22 |
if (op->resist[i]) |
874 |
root |
1.39 |
buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]); |
875 |
root |
1.22 |
|
876 |
root |
1.39 |
return buf; |
877 |
elmex |
1.1 |
} |
878 |
|
|
|
879 |
|
|
/* |
880 |
|
|
* Returns a pointer to a static buffer which contains a |
881 |
|
|
* description of the given object. |
882 |
|
|
* If it is a monster, lots of information about its abilities |
883 |
|
|
* will be returned. |
884 |
|
|
* If it is an item, lots of information about which abilities |
885 |
|
|
* will be gained about its user will be returned. |
886 |
|
|
* If it is a player, it writes out the current abilities |
887 |
|
|
* of the player, which is usually gained by the items applied. |
888 |
|
|
* It would be really handy to actually pass another object |
889 |
|
|
* pointer on who is examining this object. Then, you could reveal |
890 |
|
|
* certain information depending on what the examiner knows, eg, |
891 |
|
|
* wouldn't need to use the SEE_INVISIBLE flag to know it is |
892 |
|
|
* a dragon player examining food. Could have things like |
893 |
|
|
* a dwarven axe, in which the full abilities are only known to |
894 |
|
|
* dwarves, etc. |
895 |
|
|
* |
896 |
|
|
* Add 'owner' who is the person examining this object. |
897 |
|
|
* owner can be null if no one is being associated with this |
898 |
|
|
* item (eg, debug dump or the like) |
899 |
|
|
*/ |
900 |
root |
1.25 |
const char * |
901 |
root |
1.4 |
describe_item (const object *op, object *owner) |
902 |
|
|
{ |
903 |
root |
1.39 |
if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
904 |
|
|
return describe_monster (op); |
905 |
|
|
|
906 |
|
|
static dynbuf_text buf; buf.clear (); |
907 |
root |
1.4 |
int identified, i; |
908 |
|
|
|
909 |
|
|
/* figure this out once, instead of making multiple calls to need_identify. |
910 |
|
|
* also makes the code easier to read. |
911 |
|
|
*/ |
912 |
root |
1.39 |
identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED); |
913 |
|
|
if (!identified) |
914 |
|
|
buf << "(unidentified)"; |
915 |
|
|
|
916 |
root |
1.4 |
switch (op->type) |
917 |
|
|
{ |
918 |
root |
1.39 |
case BOW: |
919 |
|
|
case ARROW: |
920 |
|
|
case WAND: |
921 |
|
|
case ROD: |
922 |
|
|
case HORN: |
923 |
|
|
case WEAPON: |
924 |
|
|
case ARMOUR: |
925 |
|
|
case HELMET: |
926 |
|
|
case SHIELD: |
927 |
|
|
case BOOTS: |
928 |
|
|
case GLOVES: |
929 |
|
|
case GIRDLE: |
930 |
|
|
case BRACERS: |
931 |
|
|
case CLOAK: |
932 |
|
|
case SKILL_TOOL: |
933 |
|
|
break; /* We have more information to do below this switch */ |
934 |
|
|
|
935 |
|
|
case POWER_CRYSTAL: |
936 |
|
|
if (op->stats.maxsp > 1000) |
937 |
|
|
{ /*higher capacity crystals */ |
938 |
|
|
i = (op->stats.maxsp % 1000) / 100; |
939 |
|
|
|
940 |
|
|
if (i) |
941 |
|
|
buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); |
942 |
|
|
else |
943 |
|
|
buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); |
944 |
|
|
} |
945 |
|
|
else |
946 |
|
|
buf.printf ("(capacity %d). It is ", op->stats.maxsp); |
947 |
|
|
|
948 |
|
|
i = (op->stats.sp * 10) / op->stats.maxsp; |
949 |
|
|
if (op->stats.sp == 0) |
950 |
|
|
buf << "empty."; |
951 |
|
|
else if (i == 0) |
952 |
|
|
buf << "almost empty."; |
953 |
|
|
else if (i < 3) |
954 |
|
|
buf << "partially filled."; |
955 |
|
|
else if (i < 6) |
956 |
|
|
buf << "half full."; |
957 |
|
|
else if (i < 9) |
958 |
|
|
buf << "well charged."; |
959 |
|
|
else if (op->stats.sp == op->stats.maxsp) |
960 |
|
|
buf << "fully charged."; |
961 |
|
|
else |
962 |
|
|
buf << "almost full."; |
963 |
|
|
break; |
964 |
|
|
|
965 |
elmex |
1.54 |
case LAMP: |
966 |
|
|
{ |
967 |
|
|
int percent = ((double) 100 / op->arch->stats.food) * op->stats.food; |
968 |
|
|
buf << "(fuel: "; |
969 |
|
|
if (percent == 0) |
970 |
|
|
buf << "empty"; |
971 |
|
|
else if (percent < 10) |
972 |
|
|
buf << "very low"; |
973 |
|
|
else if (percent < 25) |
974 |
|
|
buf << "low"; |
975 |
|
|
else if (percent < 50) |
976 |
|
|
buf << "half empty"; |
977 |
|
|
else if (percent < 75) |
978 |
|
|
buf << "half full"; |
979 |
|
|
else if (percent < 95) |
980 |
|
|
buf << "well filled"; |
981 |
|
|
else if (percent <= 100) |
982 |
|
|
buf << "full"; |
983 |
|
|
buf << ")"; |
984 |
|
|
} |
985 |
|
|
break; |
986 |
|
|
|
987 |
root |
1.39 |
case FOOD: |
988 |
|
|
case FLESH: |
989 |
|
|
case DRINK: |
990 |
|
|
if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
991 |
|
|
{ |
992 |
|
|
buf.printf ("(food+%d)", op->stats.food); |
993 |
|
|
|
994 |
|
|
if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat)) |
995 |
|
|
buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]); |
996 |
|
|
|
997 |
|
|
if (!QUERY_FLAG (op, FLAG_CURSED)) |
998 |
|
|
{ |
999 |
|
|
if (op->stats.hp) buf << "(heals)"; |
1000 |
|
|
if (op->stats.sp) buf << "(spellpoint regen)"; |
1001 |
|
|
} |
1002 |
|
|
else |
1003 |
|
|
{ |
1004 |
|
|
if (op->stats.hp) buf << "(damages)"; |
1005 |
|
|
if (op->stats.sp) buf << "(spellpoint depletion)"; |
1006 |
|
|
} |
1007 |
|
|
} |
1008 |
|
|
break; |
1009 |
|
|
|
1010 |
|
|
case SKILL: |
1011 |
|
|
case RING: |
1012 |
|
|
case AMULET: |
1013 |
|
|
if (op->item_power) |
1014 |
|
|
buf.printf ("(item_power %+d)", op->item_power); |
1015 |
root |
1.2 |
|
1016 |
root |
1.39 |
if (op->title) |
1017 |
|
|
buf << ring_desc (op); |
1018 |
root |
1.2 |
|
1019 |
root |
1.39 |
return buf; |
1020 |
elmex |
1.1 |
|
1021 |
root |
1.39 |
default: |
1022 |
|
|
return buf; |
1023 |
elmex |
1.1 |
} |
1024 |
|
|
|
1025 |
root |
1.4 |
/* Down here, we more further describe equipment type items. |
1026 |
|
|
* only describe them if they have been identified or the like. |
1027 |
|
|
*/ |
1028 |
|
|
if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) |
1029 |
|
|
{ |
1030 |
|
|
int attr, val; |
1031 |
|
|
|
1032 |
|
|
for (attr = 0; attr < NUM_STATS; attr++) |
1033 |
root |
1.39 |
if ((val = op->stats.stat (attr))) |
1034 |
|
|
buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1035 |
root |
1.2 |
|
1036 |
root |
1.4 |
if (op->stats.exp) |
1037 |
root |
1.39 |
buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1038 |
|
|
|
1039 |
|
|
switch (op->type) |
1040 |
root |
1.4 |
{ |
1041 |
root |
1.39 |
case BOW: |
1042 |
|
|
case ARROW: |
1043 |
|
|
case GIRDLE: |
1044 |
|
|
case HELMET: |
1045 |
|
|
case SHIELD: |
1046 |
|
|
case BOOTS: |
1047 |
|
|
case GLOVES: |
1048 |
|
|
case WEAPON: |
1049 |
|
|
case SKILL: |
1050 |
|
|
case RING: |
1051 |
|
|
case AMULET: |
1052 |
|
|
case ARMOUR: |
1053 |
|
|
case BRACERS: |
1054 |
|
|
case FORCE: |
1055 |
|
|
case CLOAK: |
1056 |
|
|
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
1057 |
|
|
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
1058 |
|
|
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
1059 |
root |
1.2 |
|
1060 |
root |
1.39 |
if ((op->type == WEAPON || op->type == BOW) && op->level > 0) |
1061 |
|
|
buf.printf ("(improved %d/%d)", op->last_eat, op->level); |
1062 |
root |
1.2 |
|
1063 |
root |
1.39 |
break; |
1064 |
root |
1.2 |
|
1065 |
root |
1.39 |
default: |
1066 |
|
|
break; |
1067 |
root |
1.2 |
} |
1068 |
root |
1.39 |
|
1069 |
|
|
if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)"; |
1070 |
|
|
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)"; |
1071 |
root |
1.4 |
|
1072 |
|
|
/* levitate was what is was before, so we'll keep it */ |
1073 |
root |
1.39 |
if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)"; |
1074 |
|
|
if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)"; |
1075 |
|
|
if (op->move_type & MOVE_SWIM) buf << "(swim)"; |
1076 |
root |
1.4 |
|
1077 |
|
|
/* walking is presumed as 'normal', so doesn't need mentioning */ |
1078 |
|
|
|
1079 |
|
|
if (op->item_power) |
1080 |
root |
1.39 |
buf.printf ("(item_power %+d)", op->item_power); |
1081 |
root |
1.4 |
} /* End if identified or applied */ |
1082 |
|
|
|
1083 |
|
|
/* This blocks only deals with fully identified object. |
1084 |
|
|
* it is intentional that this is not an 'else' from a above - |
1085 |
|
|
* in this way, information is added. |
1086 |
|
|
*/ |
1087 |
|
|
if (identified) |
1088 |
|
|
{ |
1089 |
|
|
int more_info = 0; |
1090 |
|
|
|
1091 |
|
|
switch (op->type) |
1092 |
|
|
{ |
1093 |
root |
1.39 |
case ROD: /* These use stats.sp for spell selection and stats.food */ |
1094 |
|
|
case HORN: /* and stats.hp for spell-point regeneration... */ |
1095 |
|
|
case BOW: |
1096 |
|
|
case ARROW: |
1097 |
|
|
case WAND: |
1098 |
|
|
case FOOD: |
1099 |
|
|
case FLESH: |
1100 |
|
|
case DRINK: |
1101 |
|
|
more_info = 0; |
1102 |
|
|
break; |
1103 |
|
|
|
1104 |
|
|
/* Armor type objects */ |
1105 |
|
|
case ARMOUR: |
1106 |
|
|
case HELMET: |
1107 |
|
|
case SHIELD: |
1108 |
|
|
case BOOTS: |
1109 |
|
|
case GLOVES: |
1110 |
|
|
case GIRDLE: |
1111 |
|
|
case BRACERS: |
1112 |
|
|
case CLOAK: |
1113 |
|
|
if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0); |
1114 |
|
|
if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op)); |
1115 |
|
|
more_info = 1; |
1116 |
|
|
break; |
1117 |
root |
1.4 |
|
1118 |
root |
1.39 |
case WEAPON: |
1119 |
|
|
/* Calculate it the same way fix_player does so the results |
1120 |
|
|
* make sense. |
1121 |
|
|
*/ |
1122 |
|
|
i = (WEAPON_SPEED (op) * 2 - op->magic) / 2; |
1123 |
|
|
if (i < 0) |
1124 |
|
|
i = 0; |
1125 |
|
|
|
1126 |
|
|
buf.printf ("(weapon speed %d)", i); |
1127 |
|
|
more_info = 1; |
1128 |
|
|
break; |
1129 |
root |
1.4 |
} |
1130 |
root |
1.39 |
|
1131 |
root |
1.4 |
if (more_info) |
1132 |
|
|
{ |
1133 |
root |
1.39 |
if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1134 |
|
|
if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1135 |
|
|
if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1136 |
|
|
if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1137 |
root |
1.2 |
} |
1138 |
|
|
|
1139 |
root |
1.4 |
if (op->stats.luck) |
1140 |
root |
1.39 |
buf.printf ("(luck%+d)", op->stats.luck); |
1141 |
|
|
|
1142 |
|
|
if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)"; |
1143 |
|
|
if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)"; |
1144 |
|
|
if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)"; |
1145 |
|
|
if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; |
1146 |
|
|
|
1147 |
|
|
if (op->slaying && op->type != FOOD) |
1148 |
|
|
buf.printf ("(slay %s)", &op->slaying); |
1149 |
|
|
|
1150 |
root |
1.57 |
if (op->type == SKILL_TOOL && op->skill) |
1151 |
|
|
buf.printf ("(%s)", &op->skill); |
1152 |
sf-marcmagus |
1.56 |
|
1153 |
root |
1.39 |
buf.add_abilities ("Attacks", op->attacktype); |
1154 |
root |
1.4 |
/* resistance on flesh is only visible for quetzals. If |
1155 |
|
|
* non flesh, everyone can see its resistances |
1156 |
|
|
*/ |
1157 |
|
|
if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1158 |
root |
1.39 |
buf << describe_resistance (op, 0); |
1159 |
|
|
|
1160 |
|
|
buf.add_paths ("Attuned", op->path_attuned); |
1161 |
|
|
buf.add_paths ("Repelled", op->path_repelled); |
1162 |
|
|
buf.add_paths ("Denied", op->path_denied); |
1163 |
elmex |
1.1 |
} |
1164 |
|
|
|
1165 |
root |
1.39 |
return buf; |
1166 |
elmex |
1.1 |
} |
1167 |
|
|
|
1168 |
root |
1.26 |
std::string |
1169 |
|
|
object::describe_item (object *who) |
1170 |
|
|
{ |
1171 |
|
|
return std::string (::describe_item (this, who)); |
1172 |
|
|
} |
1173 |
|
|
|
1174 |
root |
1.40 |
void |
1175 |
|
|
examine (object *op, object *tmp) |
1176 |
|
|
{ |
1177 |
root |
1.45 |
std::string info = tmp->describe (op); |
1178 |
root |
1.55 |
|
1179 |
root |
1.45 |
op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); |
1180 |
root |
1.40 |
} |
1181 |
|
|
|
1182 |
|
|
/* |
1183 |
|
|
* inventory prints object's inventory. If inv==NULL then print player's |
1184 |
|
|
* inventory. |
1185 |
|
|
* [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1186 |
|
|
*/ |
1187 |
|
|
const char * |
1188 |
|
|
object::query_inventory (object *who, const char *indent) |
1189 |
|
|
{ |
1190 |
|
|
static dynbuf_text buf; buf.clear (); |
1191 |
|
|
|
1192 |
|
|
for (object *tmp = inv; tmp; tmp = tmp->below) |
1193 |
|
|
if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1194 |
root |
1.53 |
buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); |
1195 |
root |
1.40 |
else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1196 |
root |
1.53 |
buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1197 |
root |
1.40 |
|
1198 |
|
|
if (buf.size ()) |
1199 |
root |
1.53 |
buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |
1200 |
root |
1.40 |
else |
1201 |
|
|
buf.printf ("%s(empty)\n", indent); |
1202 |
|
|
|
1203 |
|
|
return buf; |
1204 |
|
|
} |
1205 |
|
|
|
1206 |
elmex |
1.1 |
/* Return true if the item is magical. A magical item is one that |
1207 |
|
|
* increases/decreases any abilities, provides a resistance, |
1208 |
|
|
* has a generic magical bonus, or is an artifact. |
1209 |
|
|
* This function is used by detect_magic to determine if an item |
1210 |
|
|
* should be marked as magical. |
1211 |
|
|
*/ |
1212 |
root |
1.4 |
int |
1213 |
|
|
is_magical (const object *op) |
1214 |
|
|
{ |
1215 |
|
|
int i; |
1216 |
elmex |
1.1 |
|
1217 |
root |
1.4 |
/* living creatures are considered non magical */ |
1218 |
|
|
if (QUERY_FLAG (op, FLAG_ALIVE)) |
1219 |
|
|
return 0; |
1220 |
elmex |
1.1 |
|
1221 |
root |
1.4 |
/* This is a test for it being an artifact, as artifacts have titles */ |
1222 |
|
|
if (op->title != NULL) |
1223 |
|
|
return 1; |
1224 |
|
|
|
1225 |
|
|
/* Handle rings and amulets specially. If they change any of these |
1226 |
|
|
* values, it means they are magical. |
1227 |
|
|
*/ |
1228 |
|
|
if ((op->type == AMULET || op->type == RING) && |
1229 |
|
|
(op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1230 |
|
|
return 1; |
1231 |
|
|
|
1232 |
|
|
/* Check for stealty, speed, flying, or just plain magic in the boots */ |
1233 |
|
|
/* Presume any boots that hvae a move_type are special. */ |
1234 |
|
|
if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp))) |
1235 |
|
|
return 1; |
1236 |
|
|
|
1237 |
|
|
/* Take care of amulet/shield that reflects spells/missiles */ |
1238 |
|
|
if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE))) |
1239 |
|
|
return 1; |
1240 |
|
|
|
1241 |
|
|
/* Take care of helmet of xrays */ |
1242 |
|
|
if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS)) |
1243 |
|
|
return 1; |
1244 |
|
|
|
1245 |
|
|
/* Potions & rods are always magical. Wands/staves are also magical, |
1246 |
|
|
* assuming they still have any charges left. |
1247 |
|
|
*/ |
1248 |
|
|
if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food)) |
1249 |
|
|
return 1; |
1250 |
|
|
|
1251 |
|
|
/* if something gives a protection, either positive or negative, its magical */ |
1252 |
|
|
/* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0, |
1253 |
|
|
* so this always works out fine. |
1254 |
|
|
*/ |
1255 |
|
|
for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++) |
1256 |
|
|
if (op->resist[i]) |
1257 |
|
|
return 1; |
1258 |
|
|
|
1259 |
|
|
/* Physical protection is expected on some item types, so they should |
1260 |
|
|
* not be considered magical. |
1261 |
|
|
*/ |
1262 |
|
|
if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD && |
1263 |
|
|
op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) |
1264 |
|
|
return 1; |
1265 |
|
|
|
1266 |
|
|
/* power crystal, spellbooks, and scrolls are always magical. */ |
1267 |
|
|
if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) |
1268 |
|
|
return 1; |
1269 |
|
|
|
1270 |
|
|
/* Check to see if it increases/decreases any stats */ |
1271 |
|
|
for (i = 0; i < NUM_STATS; i++) |
1272 |
root |
1.33 |
if (op->stats.stat (i)) |
1273 |
root |
1.4 |
return 1; |
1274 |
|
|
|
1275 |
|
|
/* If it doesn't fall into any of the above categories, must |
1276 |
|
|
* be non magical. |
1277 |
|
|
*/ |
1278 |
|
|
return 0; |
1279 |
elmex |
1.1 |
} |
1280 |
|
|
|
1281 |
|
|
/* need_identify returns true if the item should be identified. This |
1282 |
|
|
* function really should not exist - by default, any item not identified |
1283 |
|
|
* should need it. |
1284 |
|
|
*/ |
1285 |
|
|
|
1286 |
root |
1.4 |
int |
1287 |
|
|
need_identify (const object *op) |
1288 |
|
|
{ |
1289 |
|
|
switch (op->type) |
1290 |
|
|
{ |
1291 |
root |
1.33 |
case RING: |
1292 |
|
|
case WAND: |
1293 |
|
|
case ROD: |
1294 |
|
|
case HORN: |
1295 |
|
|
case SCROLL: |
1296 |
|
|
case SKILL: |
1297 |
|
|
case SKILLSCROLL: |
1298 |
|
|
case SPELLBOOK: |
1299 |
|
|
case FOOD: |
1300 |
|
|
case POTION: |
1301 |
|
|
case BOW: |
1302 |
|
|
case ARROW: |
1303 |
|
|
case WEAPON: |
1304 |
|
|
case ARMOUR: |
1305 |
|
|
case SHIELD: |
1306 |
|
|
case HELMET: |
1307 |
|
|
case AMULET: |
1308 |
|
|
case BOOTS: |
1309 |
|
|
case GLOVES: |
1310 |
|
|
case BRACERS: |
1311 |
|
|
case GIRDLE: |
1312 |
|
|
case CONTAINER: |
1313 |
|
|
case DRINK: |
1314 |
|
|
case FLESH: |
1315 |
|
|
case INORGANIC: |
1316 |
|
|
case CLOSE_CON: |
1317 |
|
|
case CLOAK: |
1318 |
|
|
case GEM: |
1319 |
|
|
case POWER_CRYSTAL: |
1320 |
|
|
case POISON: |
1321 |
|
|
case BOOK: |
1322 |
|
|
case SKILL_TOOL: |
1323 |
|
|
return 1; |
1324 |
elmex |
1.1 |
} |
1325 |
root |
1.33 |
|
1326 |
root |
1.4 |
/* Try to track down some stuff that may show up here. Thus, the |
1327 |
|
|
* archetype file can be updated, and this function removed. |
1328 |
|
|
*/ |
1329 |
elmex |
1.1 |
#if 0 |
1330 |
root |
1.4 |
LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1331 |
elmex |
1.1 |
#endif |
1332 |
root |
1.4 |
return 0; |
1333 |
elmex |
1.1 |
} |
1334 |
|
|
|
1335 |
|
|
/* |
1336 |
|
|
* Supposed to fix face-values as well here, but later. |
1337 |
|
|
*/ |
1338 |
root |
1.4 |
void |
1339 |
|
|
identify (object *op) |
1340 |
|
|
{ |
1341 |
|
|
SET_FLAG (op, FLAG_IDENTIFIED); |
1342 |
|
|
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
1343 |
|
|
CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); |
1344 |
|
|
|
1345 |
|
|
/* |
1346 |
|
|
* We want autojoining of equal objects: |
1347 |
|
|
*/ |
1348 |
|
|
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1349 |
|
|
SET_FLAG (op, FLAG_KNOWN_CURSED); |
1350 |
|
|
|
1351 |
|
|
if (op->type == POTION) |
1352 |
|
|
{ |
1353 |
|
|
if (op->inv && op->randomitems) |
1354 |
|
|
op->title = op->inv->name; |
1355 |
|
|
else if (op->arch) |
1356 |
|
|
{ |
1357 |
root |
1.48 |
op->name = op->arch->object::name; |
1358 |
root |
1.37 |
op->name_pl = op->arch->object::name_pl; |
1359 |
root |
1.4 |
} |
1360 |
elmex |
1.1 |
} |
1361 |
|
|
|
1362 |
root |
1.4 |
/* If the object is on a map, make sure we update its face */ |
1363 |
|
|
if (op->map) |
1364 |
root |
1.24 |
update_object (op, UP_OBJ_CHANGE); |
1365 |
root |
1.50 |
|
1366 |
|
|
if (object *pl = op->visible_to ()) |
1367 |
root |
1.48 |
/* A lot of the values can change from an update - might as well send |
1368 |
|
|
* it all. |
1369 |
|
|
*/ |
1370 |
|
|
esrv_send_item (pl, op); |
1371 |
elmex |
1.1 |
} |
1372 |
root |
1.9 |
|