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Revision: 1.69
Committed: Sat Jan 30 23:30:26 2010 UTC (14 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_93
Changes since 1.68: +2 -2 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.41 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.19 *
4 root 1.53 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.36 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.19 *
8 root 1.58 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.19 *
13 root 1.38 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.19 *
18 root 1.58 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.36 *
22 root 1.41 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.19 */
24 elmex 1.1
25     #include <global.h>
26     #include <living.h>
27     #include <spells.h>
28    
29 root 1.42 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30    
31 elmex 1.1 /* the ordering of this is actually doesn't make a difference
32     * However, for ease of use, new entries should go at the end
33     * so those people that debug the code that get used to something
34     * being in the location 4 don't get confused.
35     *
36     * The ordering in save_name, use_name, nonuse_name.
37     * save_name is the name used to load/save it from files. It should
38     * match that of the doc/Developers/objects. The only
39     * real limitation is that it shouldn't have spaces or other characters
40     * that may mess up the match code. It must also start with body_
41     * use_name is how we describe the location if we can use it.
42     * nonuse_name is how we describe it if we can't use it. I think
43     * the values below will make it pretty clear how those work out
44     * They are basically there to make life a little easier - if a character
45     * examines an item and it says it goes on 'your arm', its pretty clear
46     * they can use it. See the last sample (commented out) for a dragon
47     * Note that using the term 'human' may not be very accurate, humanoid
48     * may be better.
49     * Basically, for the use/nonuse, the code does something like:
50     * "This item goes %s\n", with the use/nonuse values filling in the %s
51     */
52     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 root 1.35 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54     {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55     {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56     {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57     {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58     {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59     {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60     {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61     {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62     {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63     {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64     {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65     {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66     {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
68     };
69    
70     static char numbers_10[10][20] = {
71 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
72     "eighty", "ninety"
73 elmex 1.1 };
74    
75     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     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
79     "nineteen", "twentieth"
80     };
81    
82     static char levelnumbers_10[11][20] = {
83 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
84     "seventieth", "eightieth", "ninetieth"
85 elmex 1.1 };
86    
87     /* The following is a large table of item types, the fields are:
88     * item number, item name, item name (plural), and two numbers that are the skills
89     * used to identify them. Anytime a new item type is added or removed, this list
90     * should be altered to reflect that. The defines for the numerical values are in
91     * define.h
92     */
93     static const typedata item_types[] = {
94 root 1.4 {PLAYER, "player", "players", 0, 0},
95     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
96     {TREASURE, "treasure", "treasure", 0, 0},
97     {POTION, "potion", "potions", SK_ALCHEMY, 0},
98     {FOOD, "food", "food", SK_WOODSMAN, 0},
99     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
100     {BOOK, "book", "books", SK_LITERACY, 0},
101     {CLOCK, "clock", "clocks", 0, 0},
102     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
103     {BOW, "bow", "bows", SK_BOWYER, 0},
104     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
105     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
106     {PEDESTAL, "pedestal", "pedestals", 0, 0},
107     {ALTAR, "altar", "altars", 0, 0},
108     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
109     {SPECIAL_KEY, "special key", "special keys", 0, 0},
110     {MAP, "map", "maps", 0, 0},
111     {DOOR, "door", "doors", 0, 0},
112     {KEY, "key", "keys", 0, 0},
113     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
114     {TRIGGER, "trigger", "triggers", 0, 0},
115     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
116     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
117     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
118     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
119     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
120     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
121     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
122     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
123     {MONEY, "money", "money", 0, 0},
124     {CLASS, "class", "classes", 0, 0},
125     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
126     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
127     {PLAYERMOVER, "player mover", "player movers", 0, 0},
128     {TELEPORTER, "teleporter", "teleporters", 0, 0},
129     {CREATOR, "creator", "creators", 0, 0},
130     {SKILL, "skill", "skills", 0, 0},
131     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
132     {GOLEM, "golem", "golems", 0, 0},
133     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
134     {BLINDNESS, "blindness", "blindness", 0, 0},
135     {GOD, "god", "gods", 0, 0},
136     {DETECTOR, "detector", "detectors", 0, 0},
137     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
138     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
139     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
140     {MARKER, "marker", "markers", 0, 0},
141     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
142     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
143     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
144     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
145     {GEM, "gem", "gems", SK_JEWELER, 0},
146     {FIREWALL, "firewall", "firewalls", 0, 0},
147     {ANVIL, "anvil", "anvils", 0, 0},
148     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
149     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
150     {EXIT, "exit", "exits", 0, 0},
151     {ENCOUNTER, "encounter", "encounters", 0, 0},
152     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
153     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
154     {RING, "ring", "rings", SK_JEWELER, 0},
155     {FLOOR, "floor", "floors", 0, 0},
156     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
157     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
158     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
159     {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     {LAMP, "lamp", "lamps", 0, 0},
163     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
164     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
165     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
166     {SPINNER, "spinner", "spinners", 0, 0},
167     {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     {SIGN, "sign", "signs", 0, 0},
173     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
174     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
175     {SPELL, "spell", "spells", 0, 0},
176     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
177     {CONVERTER, "converter", "converters", 0, 0},
178     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
179     {POISONING, "poisoning", "poisonings", 0, 0},
180     {SAVEBED, "savebed", "savebeds", 0, 0},
181     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
182     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
183     {DIRECTOR, "director", "directors", 0, 0},
184     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
185     {FORCE, "force", "forces", 0, 0},
186     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
187     {CLOSE_CON, "closed container", "closed container", 0, 0},
188     {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     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
192     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
193     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
194     {MENU, "inventory list", "inventory lists", 0, 0},
195     {RUNE, "rune", "runes", 0, 0},
196     {TRAP, "trap", "traps", 0, 0},
197     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
198     {CORPSE, "corpse", "corpses", 0, 0},
199     {DISEASE, "disease", "diseases", 0, 0},
200     {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     * 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    
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 1.68 switch ((int)(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 root 1.69 if (op->is_dragon ())
849 root 1.4 {
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 root 1.69 if (op->type != FLESH || (owner && owner->is_dragon ()))
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