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/cvs/deliantra/server/common/item.C
Revision: 1.7
Committed: Thu Sep 21 00:05:24 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +12 -25 lines
Log Message:
further simplify and speed up map saving, fixed
- flag_player_sold was incorrectly saved as "player sold 1"
- flag_has_ready_range was not saved
- flag_is_dust is not in use anymore

not well tested

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.6 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <funcpoint.h>
26     #include <living.h>
27     #include <spells.h>
28    
29     /* the ordering of this is actually doesn't make a difference
30     * However, for ease of use, new entries should go at the end
31     * so those people that debug the code that get used to something
32     * being in the location 4 don't get confused.
33     *
34     * The ordering in save_name, use_name, nonuse_name.
35     * save_name is the name used to load/save it from files. It should
36     * match that of the doc/Developers/objects. The only
37     * real limitation is that it shouldn't have spaces or other characters
38     * that may mess up the match code. It must also start with body_
39     * use_name is how we describe the location if we can use it.
40     * nonuse_name is how we describe it if we can't use it. I think
41     * the values below will make it pretty clear how those work out
42     * They are basically there to make life a little easier - if a character
43     * examines an item and it says it goes on 'your arm', its pretty clear
44     * they can use it. See the last sample (commented out) for a dragon
45     * Note that using the term 'human' may not be very accurate, humanoid
46     * may be better.
47     * Basically, for the use/nonuse, the code does something like:
48     * "This item goes %s\n", with the use/nonuse values filling in the %s
49     */
50     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 root 1.7 {"body_range", "in your range slot", "in a human's range slot"},
52     {"body_arm", "on your arm", "on a human's arm"},
53     {"body_torso", "on your body", "on a human's torso"},
54     {"body_head", "on your head", "on a human's head"},
55     {"body_neck", "around your neck", "around a humans neck"},
56     {"body_skill", "in your skill slot", "in a human's skill slot"},
57     {"body_finger", "on your finger", "on a human's finger"} ,
58     {"body_shoulder", "around your shoulders", "around a human's shoulders"},
59     {"body_foot", "on your feet", "on a human's feet"},
60     {"body_hand", "on your hands", "on a human's hands"},
61     {"body_wrist", "around your wrists", "around a human's wrist"},
62     {"body_waist", "around your waist", "around a human's waist"},
63 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
64     };
65    
66     static char numbers[21][20] = {
67 root 1.4 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68     "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69     "eighteen", "nineteen", "twenty"
70 elmex 1.1 };
71    
72     static char numbers_10[10][20] = {
73 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74     "eighty", "ninety"
75 elmex 1.1 };
76    
77     static char levelnumbers[21][20] = {
78 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
79 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
80     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
81     "nineteen", "twentieth"
82     };
83    
84     static char levelnumbers_10[11][20] = {
85 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
86     "seventieth", "eightieth", "ninetieth"
87 elmex 1.1 };
88    
89     /* The following is a large table of item types, the fields are:
90     * item number, item name, item name (plural), and two numbers that are the skills
91     * used to identify them. Anytime a new item type is added or removed, this list
92     * should be altered to reflect that. The defines for the numerical values are in
93     * define.h
94     */
95     static const typedata item_types[] = {
96 root 1.4 {PLAYER, "player", "players", 0, 0},
97     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
98     {TREASURE, "treasure", "treasure", 0, 0},
99     {POTION, "potion", "potions", SK_ALCHEMY, 0},
100     {FOOD, "food", "food", SK_WOODSMAN, 0},
101     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102     {BOOK, "book", "books", SK_LITERACY, 0},
103     {CLOCK, "clock", "clocks", 0, 0},
104     {LIGHTNING, "lightning", "lightning", 0, 0},
105     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106     {BOW, "bow", "bows", SK_BOWYER, 0},
107     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109     {PEDESTAL, "pedestal", "pedestals", 0, 0},
110     {ALTAR, "altar", "altars", 0, 0},
111     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
112     {SPECIAL_KEY, "special key", "special keys", 0, 0},
113     {MAP, "map", "maps", 0, 0},
114     {DOOR, "door", "doors", 0, 0},
115     {KEY, "key", "keys", 0, 0},
116     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
117     {TRIGGER, "trigger", "triggers", 0, 0},
118     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
119     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
120     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
121     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
122     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
123     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
124     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
125     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
126     {MONEY, "money", "money", 0, 0},
127     {CLASS, "class", "classes", 0, 0},
128     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
129     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130     {PLAYERMOVER, "player mover", "player movers", 0, 0},
131     {TELEPORTER, "teleporter", "teleporters", 0, 0},
132     {CREATOR, "creator", "creators", 0, 0},
133     {SKILL, "skill", "skills", 0, 0},
134     {EXPERIENCE, "experience", "experience", 0, 0},
135     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
136     {GOLEM, "golem", "golems", 0, 0},
137     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
138     {BLINDNESS, "blindness", "blindness", 0, 0},
139     {GOD, "god", "gods", 0, 0},
140     {DETECTOR, "detector", "detectors", 0, 0},
141     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
142     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
143     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
144     {MARKER, "marker", "markers", 0, 0},
145     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
146     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
147     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
148     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
149     {GEM, "gem", "gems", SK_JEWELER, 0},
150     {FIREWALL, "firewall", "firewalls", 0, 0},
151     {ANVIL, "anvil", "anvils", 0, 0},
152     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
153     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
154     {EXIT, "exit", "exits", 0, 0},
155     {ENCOUNTER, "encounter", "encounters", 0, 0},
156     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
157     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
158     {RING, "ring", "rings", SK_JEWELER, 0},
159     {FLOOR, "floor", "floors", 0, 0},
160     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163     {LIGHTER, "lighter", "lighters", 0, 0},
164     {TRAP_PART, "trap part", "trap parts", 0, 0},
165     {WALL, "wall", "walls", 0, 0},
166     {LIGHT_SOURCE, "light source", "light sources", 0, 0},
167     {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168     {MONSTER, "monster", "monsters", 0, 0},
169     {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
170     {LAMP, "lamp", "lamps", 0, 0},
171     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
172     {TOOL, "tool", "tools", 0, 0},
173     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
174     {BUILDFAC, "building facility", "building facilities", 0, 0},
175     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
176     {SPINNER, "spinner", "spinners", 0, 0},
177     {GATE, "gate", "gates", 0, 0},
178     {BUTTON, "button", "buttons", 0, 0},
179     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
180     {HOLE, "hole", "holes", 0, 0},
181     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
182     {SIGN, "sign", "signs", 0, 0},
183     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
184     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
185     {SPELL, "spell", "spells", 0, 0},
186     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
187     {CONVERTER, "converter", "converters", 0, 0},
188     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
189     {POISONING, "poisoning", "poisonings", 0, 0},
190     {SAVEBED, "savebed", "savebeds", 0, 0},
191     {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
192     {FIREHOLES, "fireholes", "fireholes", 0, 0},
193     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
194     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
195     {DIRECTOR, "director", "directors", 0, 0},
196     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
197     {FORCE, "force", "forces", 0, 0},
198     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
199     {CLOSE_CON, "closed container", "closed container", 0, 0},
200     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
201     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
202     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
203     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
204     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
205     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
206     {MENU, "inventory list", "inventory lists", 0, 0},
207     {RUNE, "rune", "runes", 0, 0},
208     {TRAP, "trap", "traps", 0, 0},
209     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
210     {CORPSE, "corpse", "corpses", 0, 0},
211     {DISEASE, "disease", "diseases", 0, 0},
212     {SYMPTOM, "symptom", "symptoms", 0, 0},
213     {BUILDER, "item builder", "item builders", 0, 0},
214     {MATERIAL, "building material", "building materials", 0, 0},
215     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
216 elmex 1.1 };
217    
218 root 1.4 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
219 elmex 1.1
220     materialtype_t *materialt;
221    
222     /*
223     materialtype material[NROFMATERIALS] = {
224     * P M F E C C A D W G P S P T F C D D C C G H B I *
225     * H A I L O O C R E H O L A U E A E E H O O O L N *
226     * Y G R E L N I A A O I O R R A N P A A U D L I T *
227     * S I E C D F D I P S S W A N R C L T O N Y N R *
228     * I C T U N O T O L E E H S T P D N *
229     {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
230     {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
231     {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
232     {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
233     {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
234     {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
235     {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
236     {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
237     {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
238     {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
239     {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
240     {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
241     {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
242     };
243     */
244    
245     /* This curve may be too steep. But the point is that there should
246     * be tough choices - there is no real point to this if everyone can
247     * wear whatever they want with no worries. Perhaps having the steep
248     * curve is good (maybe even steeper), but allowing players to
249     * have 2 * level instead. Ideally, top level characters should only be
250     * able to use 2-3 of the most powerful items.
251     * note that this table is only really used for program generated items -
252     * custom objects can use whatever they want.
253     */
254     static int enc_to_item_power[21] = {
255 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
256     5, 7, 9, 11, 13, /* 10 */
257     15, 18, 21, 24, 27, /* 15 */
258     30, 35, 40, 45, 50 /* 20 */
259 elmex 1.1 };
260    
261 root 1.4 int
262     get_power_from_ench (int ench)
263 elmex 1.1 {
264 root 1.4 if (ench < 0)
265     ench = 0;
266     if (ench > 20)
267     ench = 20;
268     return enc_to_item_power[ench];
269 elmex 1.1 }
270    
271     /* This takes an object 'op' and figures out what its item_power
272     * rating should be. This should only really be used by the treasure
273     * generation code, and when loading legacy objects. It returns
274     * the item_power it calculates.
275     * If flag is 1, we return the number of enchantment, and not the
276     * the power. This is used in the treasure code.
277     */
278 root 1.4 int
279     calc_item_power (const object *op, int flag)
280 elmex 1.1 {
281 root 1.4 int i, tmp, enc;
282 elmex 1.1
283 root 1.4 enc = 0;
284     for (i = 0; i < NUM_STATS; i++)
285     enc += get_attr_value (&op->stats, i);
286    
287     /* This protection logic is pretty flawed. 20% fire resistance
288     * is much more valuable than 20% confusion, or 20% slow, or
289     * several others. Start at 1 - ignore physical - all that normal
290     * armour shouldn't be counted against
291     */
292     tmp = 0;
293     for (i = 1; i < NROFATTACKS; i++)
294     tmp += op->resist[i];
295    
296     /* Add/substract 10 so that the rounding works out right */
297     if (tmp > 0)
298     enc += (tmp + 10) / 20;
299     else if (tmp < 0)
300     enc += (tmp - 10) / 20;
301    
302     enc += op->magic;
303    
304     /* For each attacktype a weapon has, one more encantment. Start at 1 -
305     * physical doesn't count against total.
306     */
307     if (op->type == WEAPON)
308     {
309     for (i = 1; i < NROFATTACKS; i++)
310     if (op->attacktype & (1 << i))
311     enc++;
312     if (op->slaying)
313     enc += 2; /* What it slays is probably more relevent */
314     }
315     /* Items the player can equip */
316     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
317     (op->type == SHIELD) || (op->type == RING) ||
318     (op->type == BOOTS) || (op->type == GLOVES) ||
319     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
320     {
321     enc += op->stats.food; /* sustenance */
322     enc += op->stats.hp; /* hp regen */
323     enc += op->stats.sp; /* mana regen */
324     enc += op->stats.grace; /* grace regen */
325     enc += op->stats.exp; /* speed bonus */
326     }
327     enc += op->stats.luck;
328    
329     /* Do spell paths now */
330     for (i = 1; i < NRSPELLPATHS; i++)
331     {
332     if (op->path_attuned & (1 << i))
333     enc++;
334     else if (op->path_denied & (1 << i))
335     enc -= 2;
336     else if (op->path_repelled & (1 << i))
337     enc--;
338     }
339    
340     if (QUERY_FLAG (op, FLAG_LIFESAVE))
341     enc += 5;
342     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
343     enc += 3;
344     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
345     enc += 2;
346     if (QUERY_FLAG (op, FLAG_STEALTH))
347     enc += 1;
348     if (QUERY_FLAG (op, FLAG_XRAYS))
349     enc += 2;
350     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
351     enc += 1;
352     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
353     enc += 1;
354 elmex 1.1
355 root 1.4 return get_power_from_ench (enc);
356 elmex 1.1
357     }
358    
359     /* returns the typedata that has a number equal to itemtype, if there
360     * isn't one, returns NULL */
361    
362 root 1.4 const typedata *
363     get_typedata (int itemtype)
364     {
365     int i;
366    
367     for (i = 0; i < item_types_size; i++)
368     if (item_types[i].number == itemtype)
369     return &item_types[i];
370     return NULL;
371 elmex 1.1 }
372    
373     /* returns the typedata that has a name equal to itemtype, if there
374     * isn't one, return the plural name that matches, if there still isn't
375     * one return NULL */
376    
377 root 1.4 const typedata *
378     get_typedata_by_name (const char *name)
379     {
380     int i;
381    
382     for (i = 0; i < item_types_size; i++)
383     if (!strcmp (item_types[i].name, name))
384     return &item_types[i];
385     for (i = 0; i < item_types_size; i++)
386     if (!strcmp (item_types[i].name_pl, name))
387     {
388     LOG (llevInfo,
389     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
390     return &item_types[i];
391     }
392     return NULL;
393 elmex 1.1 }
394 root 1.4
395 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
396     * returns a static array of the description. This can return
397     * a big buffer.
398     * if newline is true, we don't put parens around the description
399     * but do put a newline at the end. Useful when dumping to files
400     */
401 root 1.4 char *
402     describe_resistance (const object *op, int newline)
403 elmex 1.1 {
404 root 1.4 static char buf[VERY_BIG_BUF];
405     char buf1[VERY_BIG_BUF];
406     int tmpvar;
407    
408     buf[0] = 0;
409     for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
410     {
411     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
412     {
413     if (!newline)
414     sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
415     else
416     sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
417 elmex 1.1
418 root 1.4 strcat (buf, buf1);
419     }
420 elmex 1.1 }
421 root 1.4 return buf;
422 elmex 1.1 }
423    
424    
425     /*
426     * query_weight(object) returns a character pointer to a static buffer
427     * containing the text-representation of the weight of the given object.
428     * The buffer will be overwritten by the next call to query_weight().
429     */
430    
431 root 1.4 char *
432     query_weight (const object *op)
433     {
434 elmex 1.1 static char buf[10];
435 root 1.4 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
436 elmex 1.1
437 root 1.4 if (op->weight < 0)
438 elmex 1.1 return " ";
439 root 1.4 if (i % 1000)
440     sprintf (buf, "%6.1f", i / 1000.0);
441 elmex 1.1 else
442 root 1.4 sprintf (buf, "%4d ", i / 1000);
443 elmex 1.1 return buf;
444     }
445    
446     /*
447     * Returns the pointer to a static buffer containing
448     * the number requested (of the form first, second, third...)
449     */
450    
451 root 1.4 char *
452     get_levelnumber (int i)
453     {
454 elmex 1.1 static char buf[MAX_BUF];
455 root 1.4
456     if (i > 99)
457     {
458     sprintf (buf, "%d.", i);
459     return buf;
460     }
461     if (i < 21)
462 elmex 1.1 return levelnumbers[i];
463 root 1.4 if (!(i % 10))
464     return levelnumbers_10[i / 10];
465     strcpy (buf, numbers_10[i / 10]);
466     strcat (buf, levelnumbers[i % 10]);
467 elmex 1.1 return buf;
468     }
469    
470    
471     /*
472     * get_number(integer) returns the text-representation of the given number
473     * in a static buffer. The buffer might be overwritten at the next
474     * call to get_number().
475     * It is currently only used by the query_name() function.
476     */
477    
478 root 1.4 char *
479     get_number (int i)
480     {
481     if (i <= 20)
482 elmex 1.1 return numbers[i];
483 root 1.4 else
484     {
485     static char buf[MAX_BUF];
486    
487     sprintf (buf, "%d", i);
488     return buf;
489     }
490 elmex 1.1 }
491    
492     /*
493     * Returns pointer to static buffer containing ring's or amulet's
494     * abilities
495     * These are taken from old query_name(), but it would work better
496     * if describle_item() would be called to get this information and
497     * caller would handle FULL_RING_DESCRIPTION definition.
498     * Or make FULL_RING_DESCRIPTION standard part of a game and let
499     * client handle names.
500     */
501 root 1.4
502 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
503     * from stats.sp - b.t.
504     */
505 root 1.4 char *
506     ring_desc (const object *op)
507 elmex 1.1 {
508 root 1.4 static char buf[VERY_BIG_BUF];
509     int attr, val, len;
510 elmex 1.1
511 root 1.4 buf[0] = 0;
512 elmex 1.1
513 root 1.4 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
514 elmex 1.1 return buf;
515 root 1.4
516     for (attr = 0; attr < NUM_STATS; attr++)
517     {
518     if ((val = get_attr_value (&(op->stats), attr)) != 0)
519     {
520     sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
521     }
522     }
523     if (op->stats.exp)
524     sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
525     if (op->stats.wc)
526     sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
527     if (op->stats.dam)
528     sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
529     if (op->stats.ac)
530     sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
531    
532     strcat (buf, describe_resistance (op, 0));
533    
534     if (op->stats.food != 0)
535     sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
536     /* else if (op->stats.food < 0)
537     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
538     if (op->stats.grace)
539     sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
540     if (op->stats.sp && op->type != SKILL)
541     sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
542     if (op->stats.hp)
543     sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
544     if (op->stats.luck)
545     sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
546     if (QUERY_FLAG (op, FLAG_LIFESAVE))
547     strcat (buf, "(lifesaving)");
548     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
549     strcat (buf, "(reflect spells)");
550     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
551     strcat (buf, "(reflect missiles)");
552     if (QUERY_FLAG (op, FLAG_STEALTH))
553     strcat (buf, "(stealth)");
554     /* Shorten some of the names, so they appear better in the windows */
555     len = strlen (buf);
556     DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
557     DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
558     DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
559    
560     /* if(op->item_power)
561     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
562     */
563     if (buf[0] == 0 && op->type != SKILL)
564     strcpy (buf, "of adornment");
565    
566    
567     return buf;
568 elmex 1.1 }
569    
570     /*
571     * query_short_name(object) is similar to query_name, but doesn't
572     * contain any information about object status (worn/cursed/etc.)
573     */
574 root 1.4 const char *
575     query_short_name (const object *op)
576 elmex 1.1 {
577 root 1.4 static char buf[HUGE_BUF];
578     char buf2[HUGE_BUF];
579     int len = 0;
580    
581     if (op->name == NULL)
582     return "(null)";
583 root 1.5
584 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
585     return op->name; /* To speed things up (or make things slower?) */
586    
587     if (op->nrof <= 1)
588     safe_strcat (buf, op->name, &len, HUGE_BUF);
589     else
590     safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
591    
592     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
593     {
594     safe_strcat (buf, " ", &len, HUGE_BUF);
595     safe_strcat (buf, op->title, &len, HUGE_BUF);
596 elmex 1.1 }
597    
598 root 1.4 switch (op->type)
599     {
600 root 1.2 case SPELLBOOK:
601     case SCROLL:
602     case WAND:
603     case ROD:
604 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
605     {
606     if (!op->title)
607     {
608     safe_strcat (buf, " of ", &len, HUGE_BUF);
609     if (op->inv)
610     safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
611     else
612     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
613 root 1.2 }
614 root 1.4 if (op->type != SPELLBOOK)
615     {
616     sprintf (buf2, " (lvl %d)", op->level);
617     safe_strcat (buf, buf2, &len, HUGE_BUF);
618 root 1.2 }
619     }
620 root 1.4 break;
621 elmex 1.1
622 root 1.4 case SKILL:
623     case AMULET:
624     case RING:
625     if (!op->title)
626     {
627     /* If ring has a title, full description isn't so useful */
628     char *s = ring_desc (op);
629    
630     if (s[0])
631     {
632     safe_strcat (buf, " ", &len, HUGE_BUF);
633     safe_strcat (buf, s, &len, HUGE_BUF);
634     }
635     }
636     break;
637     default:
638     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
639     {
640     sprintf (buf2, " %+d", op->magic);
641     safe_strcat (buf, buf2, &len, HUGE_BUF);
642 root 1.2 }
643 elmex 1.1 }
644 root 1.4 return buf;
645 elmex 1.1 }
646    
647     /*
648     * query_name(object) returns a character pointer pointing to a static
649     * buffer which contains a verbose textual representation of the name
650     * of the given object.
651     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
652     * you can make several calls to query_name before the bufs start getting
653     * overwritten. This may be a bad thing (it may be easier to assume the value
654     * returned is good forever.) However, it makes printing statements that
655     * use several names much easier (don't need to store them to temp variables.)
656     *
657     */
658 root 1.4 char *
659     query_name (const object *op)
660     {
661     static char buf[5][HUGE_BUF];
662     static int use_buf = 0;
663     int len = 0;
664    
665 elmex 1.1 #ifdef NEW_MATERIAL_CODE
666 root 1.4 materialtype_t *mt;
667 elmex 1.1 #endif
668    
669 root 1.4 use_buf++;
670     use_buf %= 5;
671 elmex 1.1
672     #ifdef NEW_MATERIAL_CODE
673 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
674     {
675     mt = name_to_material (op->materialname);
676     if (mt)
677     {
678     safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
679     safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
680 root 1.2 }
681 elmex 1.1 }
682     #endif
683    
684 root 1.4 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
685 elmex 1.1
686 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
687     safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
688     if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
689     safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
690    
691     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
692     {
693     if (QUERY_FLAG (op, FLAG_DAMNED))
694     safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
695     else if (QUERY_FLAG (op, FLAG_CURSED))
696     safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
697     }
698     /* Basically, if the object is known magical (detect magic spell on it),
699     * and it isn't identified, print out the fact that
700     * it is magical. Assume that the detect magical spell will only set
701     * KNOWN_MAGICAL if the item actually is magical.
702     *
703     * Changed in V 0.91.4 - still print that the object is magical even
704     * if it has been applied. Equipping an item does not tell full
705     * abilities, especially for artifact items.
706     */
707     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
708     safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
709 elmex 1.1
710     #if 0
711 root 1.4 /* item_power will be returned in desribe_item - it shouldn't really
712     * be returned in the name.
713     */
714     if (op->item_power)
715     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
716 elmex 1.1
717     #endif
718    
719 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
720     {
721     switch (op->type)
722     {
723     case BOW:
724     case WAND:
725     case ROD:
726     case HORN:
727     safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
728     break;
729     case WEAPON:
730     safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
731     break;
732     case ARMOUR:
733     case HELMET:
734     case SHIELD:
735     case RING:
736     case BOOTS:
737     case GLOVES:
738     case AMULET:
739     case GIRDLE:
740     case BRACERS:
741     case CLOAK:
742     safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
743     break;
744     case CONTAINER:
745     safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
746     break;
747     case SKILL:
748     default:
749     safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
750 root 1.2 }
751 elmex 1.1 }
752 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
753     safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
754 elmex 1.1
755 root 1.4 return buf[use_buf];
756 elmex 1.1 }
757    
758     /*
759     * query_base_name(object) returns a character pointer pointing to a static
760     * buffer which contains a verbose textual representation of the name
761     * of the given object. The buffer will be overwritten at the next
762     * call to query_base_name(). This is a lot like query_name, but we
763     * don't include the item count or item status. Used for inventory sorting
764     * and sending to client.
765     * If plural is set, we generate the plural name of this.
766     */
767 root 1.4 const char *
768     query_base_name (const object *op, int plural)
769     {
770     static char buf[MAX_BUF], buf2[MAX_BUF];
771     int len;
772     materialtype_t *mt;
773 elmex 1.1
774 root 1.4 if ((!plural && !op->name) || (plural && !op->name_pl))
775     return "(null)";
776 elmex 1.1
777 root 1.4 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
778     return op->name; /* To speed things up (or make things slower?) */
779 elmex 1.1
780 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
781     mt = name_to_material (op->materialname);
782 elmex 1.1
783     #ifdef NEW_MATERIAL_CODE
784 root 1.4 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
785     op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
786     {
787     strcpy (buf, mt->description);
788     len = strlen (buf);
789     safe_strcat (buf, " ", &len, MAX_BUF);
790     if (!plural)
791     safe_strcat (buf, op->name, &len, MAX_BUF);
792     else
793     safe_strcat (buf, op->name_pl, &len, MAX_BUF);
794     }
795     else
796     {
797 elmex 1.1 #endif
798 root 1.4 if (!plural)
799     strcpy (buf, op->name);
800     else
801     strcpy (buf, op->name_pl);
802     len = strlen (buf);
803 elmex 1.1 #ifdef NEW_MATERIAL_CODE
804     }
805     #endif
806    
807 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
808     {
809     safe_strcat (buf, " ", &len, MAX_BUF);
810     safe_strcat (buf, op->title, &len, MAX_BUF);
811 elmex 1.1 }
812    
813 root 1.4 switch (op->type)
814     {
815 root 1.2 case SPELLBOOK:
816     case SCROLL:
817     case WAND:
818     case ROD:
819 root 1.4 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
820     {
821     if (!op->title)
822     {
823     safe_strcat (buf, " of ", &len, MAX_BUF);
824     if (op->inv)
825     safe_strcat (buf, op->inv->name, &len, MAX_BUF);
826     else
827     LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
828 root 1.2 }
829 root 1.4 if (op->type != SPELLBOOK)
830     {
831     sprintf (buf2, " (lvl %d)", op->level);
832     safe_strcat (buf, buf2, &len, MAX_BUF);
833 root 1.2 }
834     }
835 root 1.4 break;
836 elmex 1.1
837    
838 root 1.4 case SKILL:
839     case AMULET:
840     case RING:
841     if (!op->title)
842     {
843     /* If ring has a title, full description isn't so useful */
844     char *s = ring_desc (op);
845    
846     if (s[0])
847     {
848     safe_strcat (buf, " ", &len, MAX_BUF);
849     safe_strcat (buf, s, &len, MAX_BUF);
850     }
851     }
852     break;
853     default:
854     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
855     {
856     sprintf (buf + strlen (buf), " %+d", op->magic);
857 root 1.2 }
858 elmex 1.1 }
859 root 1.4 return buf;
860 elmex 1.1 }
861    
862     /* Break this off from describe_item - that function was way
863     * too long, making it difficult to read. This function deals
864     * with describing the monsters & players abilities. It should only
865     * be called with monster & player objects. Returns a description
866     * in a static buffer.
867     */
868    
869 root 1.4 static char *
870     describe_monster (const object *op)
871     {
872     char buf[MAX_BUF];
873     static char retbuf[VERY_BIG_BUF];
874     int i;
875    
876     retbuf[0] = '\0';
877    
878     /* Note that the resolution this provides for players really isn't
879     * very good. Any player with a speed greater than .67 will
880     * fall into the 'lightning fast movement' category.
881     */
882     if (FABS (op->speed) > MIN_ACTIVE_SPEED)
883     {
884     switch ((int) ((FABS (op->speed)) * 15))
885     {
886 root 1.2 case 0:
887 root 1.4 strcat (retbuf, "(very slow movement)");
888     break;
889 root 1.2 case 1:
890 root 1.4 strcat (retbuf, "(slow movement)");
891     break;
892 root 1.2 case 2:
893 root 1.4 strcat (retbuf, "(normal movement)");
894     break;
895 root 1.2 case 3:
896     case 4:
897 root 1.4 strcat (retbuf, "(fast movement)");
898     break;
899 root 1.2 case 5:
900     case 6:
901 root 1.4 strcat (retbuf, "(very fast movement)");
902     break;
903 root 1.2 case 7:
904     case 8:
905     case 9:
906     case 10:
907 root 1.4 strcat (retbuf, "(extremely fast movement)");
908     break;
909 root 1.2 default:
910 root 1.4 strcat (retbuf, "(lightning fast movement)");
911     break;
912 root 1.2 }
913 elmex 1.1 }
914 root 1.4 if (QUERY_FLAG (op, FLAG_UNDEAD))
915     strcat (retbuf, "(undead)");
916     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
917     strcat (retbuf, "(see invisible)");
918     if (QUERY_FLAG (op, FLAG_USE_WEAPON))
919     strcat (retbuf, "(wield weapon)");
920     if (QUERY_FLAG (op, FLAG_USE_BOW))
921     strcat (retbuf, "(archer)");
922     if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
923     strcat (retbuf, "(wear armour)");
924     if (QUERY_FLAG (op, FLAG_USE_RING))
925     strcat (retbuf, "(wear ring)");
926     if (QUERY_FLAG (op, FLAG_USE_SCROLL))
927     strcat (retbuf, "(read scroll)");
928     if (QUERY_FLAG (op, FLAG_USE_RANGE))
929     strcat (retbuf, "(fires wand/rod/horn)");
930     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
931     strcat (retbuf, "(skill user)");
932     if (QUERY_FLAG (op, FLAG_CAST_SPELL))
933     strcat (retbuf, "(spellcaster)");
934     if (QUERY_FLAG (op, FLAG_FRIENDLY))
935     strcat (retbuf, "(friendly)");
936     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
937     strcat (retbuf, "(unaggressive)");
938     if (QUERY_FLAG (op, FLAG_HITBACK))
939     strcat (retbuf, "(hitback)");
940     if (QUERY_FLAG (op, FLAG_STEALTH))
941     strcat (retbuf, "(stealthy)");
942     if (op->randomitems != NULL)
943     {
944     treasure *t;
945     int first = 1;
946    
947     for (t = op->randomitems->items; t != NULL; t = t->next)
948     if (t->item && (t->item->clone.type == SPELL))
949     {
950     if (first)
951     {
952     first = 0;
953     strcat (retbuf, "(Spell abilities:)");
954     }
955     strcat (retbuf, "(");
956     strcat (retbuf, t->item->clone.name);
957     strcat (retbuf, ")");
958     }
959     }
960     if (op->type == PLAYER)
961     {
962     if (op->contr->digestion)
963     {
964     if (op->contr->digestion != 0)
965     sprintf (buf, "(sustenance%+d)", op->contr->digestion);
966     strcat (retbuf, buf);
967     }
968     if (op->contr->gen_grace)
969     {
970     sprintf (buf, "(grace%+d)", op->contr->gen_grace);
971     strcat (retbuf, buf);
972     }
973     if (op->contr->gen_sp)
974     {
975     sprintf (buf, "(magic%+d)", op->contr->gen_sp);
976     strcat (retbuf, buf);
977     }
978     if (op->contr->gen_hp)
979     {
980     sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
981     strcat (retbuf, buf);
982     }
983     if (op->stats.luck)
984     {
985     sprintf (buf, "(luck%+d)", op->stats.luck);
986     strcat (retbuf, buf);
987     }
988 elmex 1.1 }
989 root 1.4
990     /* describe attacktypes */
991     if (is_dragon_pl (op))
992     {
993     /* for dragon players display the attacktypes from clawing skill
994     * Break apart the for loop - move the comparison checking down -
995     * this makes it more readable.
996     */
997     object *tmp;
998    
999     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1000     if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1001     break;
1002    
1003     if (tmp && tmp->attacktype != 0)
1004     {
1005     DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1006     }
1007     else
1008     {
1009     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1010 root 1.2 }
1011 elmex 1.1 }
1012 root 1.4 else
1013     {
1014     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1015     }
1016     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1017     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1018     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1019     for (i = 0; i < NROFATTACKS; i++)
1020     {
1021     if (op->resist[i])
1022     {
1023     sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1024     strcat (retbuf, buf);
1025 root 1.2 }
1026 elmex 1.1 }
1027 root 1.4 return retbuf;
1028 elmex 1.1 }
1029    
1030    
1031     /*
1032     * Returns a pointer to a static buffer which contains a
1033     * description of the given object.
1034     * If it is a monster, lots of information about its abilities
1035     * will be returned.
1036     * If it is an item, lots of information about which abilities
1037     * will be gained about its user will be returned.
1038     * If it is a player, it writes out the current abilities
1039     * of the player, which is usually gained by the items applied.
1040     * It would be really handy to actually pass another object
1041     * pointer on who is examining this object. Then, you could reveal
1042     * certain information depending on what the examiner knows, eg,
1043     * wouldn't need to use the SEE_INVISIBLE flag to know it is
1044     * a dragon player examining food. Could have things like
1045     * a dwarven axe, in which the full abilities are only known to
1046     * dwarves, etc.
1047     *
1048     * This function is really much more complicated than it should
1049     * be, because different objects have different meanings
1050     * for the same field (eg, wands use 'food' for charges). This
1051     * means these special cases need to be worked out.
1052     *
1053     * Add 'owner' who is the person examining this object.
1054     * owner can be null if no one is being associated with this
1055     * item (eg, debug dump or the like)
1056     */
1057    
1058 root 1.4 char *
1059     describe_item (const object *op, object *owner)
1060     {
1061     char buf[MAX_BUF];
1062     static char retbuf[VERY_BIG_BUF];
1063     int identified, i;
1064    
1065     retbuf[0] = '\0';
1066     if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1067     {
1068     return describe_monster (op);
1069     }
1070     /* figure this out once, instead of making multiple calls to need_identify.
1071     * also makes the code easier to read.
1072     */
1073     if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1074     identified = 1;
1075     else
1076     {
1077     strcpy (retbuf, "(unidentified)");
1078     identified = 0;
1079 elmex 1.1 }
1080 root 1.4 switch (op->type)
1081     {
1082 root 1.2 case BOW:
1083     case ARROW:
1084     case WAND:
1085     case ROD:
1086     case HORN:
1087     case WEAPON:
1088     case ARMOUR:
1089     case HELMET:
1090     case SHIELD:
1091     case BOOTS:
1092     case GLOVES:
1093     case GIRDLE:
1094     case BRACERS:
1095     case CLOAK:
1096     case SKILL_TOOL:
1097 root 1.4 break; /* We have more information to do below this switch */
1098 root 1.2
1099     case POWER_CRYSTAL:
1100 root 1.4 if (op->stats.maxsp > 1000)
1101     { /*higher capacity crystals */
1102     i = (op->stats.maxsp % 100) / 10;
1103     if (i)
1104     snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1105     else
1106     snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1107     }
1108     else
1109     snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1110     strcat (retbuf, buf);
1111     i = (op->stats.sp * 10) / op->stats.maxsp;
1112     if (op->stats.sp == 0)
1113     strcat (retbuf, "empty.");
1114     else if (i == 0)
1115     strcat (retbuf, "almost empty.");
1116     else if (i < 3)
1117     strcat (retbuf, "partially filled.");
1118     else if (i < 6)
1119     strcat (retbuf, "half full.");
1120     else if (i < 9)
1121     strcat (retbuf, "well charged.");
1122     else if (op->stats.sp == op->stats.maxsp)
1123     strcat (retbuf, "fully charged.");
1124     else
1125     strcat (retbuf, "almost full.");
1126     break;
1127 root 1.2 case FOOD:
1128     case FLESH:
1129     case DRINK:
1130 root 1.4 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1131     {
1132     sprintf (buf, "(food+%d)", op->stats.food);
1133     strcat (retbuf, buf);
1134    
1135     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1136     {
1137     sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1138     strcat (retbuf, buf);
1139 root 1.2 }
1140 root 1.4
1141     if (!QUERY_FLAG (op, FLAG_CURSED))
1142     {
1143     if (op->stats.hp)
1144     strcat (retbuf, "(heals)");
1145     if (op->stats.sp)
1146     strcat (retbuf, "(spellpoint regen)");
1147 root 1.2 }
1148 root 1.4 else
1149     {
1150     if (op->stats.hp)
1151     strcat (retbuf, "(damages)");
1152     if (op->stats.sp)
1153     strcat (retbuf, "(spellpoint depletion)");
1154 root 1.2 }
1155     }
1156 root 1.4 break;
1157 root 1.2
1158    
1159     case SKILL:
1160     case RING:
1161     case AMULET:
1162 root 1.4 if (op->item_power)
1163     {
1164     sprintf (buf, "(item_power %+d)", op->item_power);
1165     strcat (retbuf, buf);
1166 root 1.2 }
1167 root 1.4 if (op->title)
1168     strcat (retbuf, ring_desc (op));
1169     return retbuf;
1170 elmex 1.1
1171 root 1.2 default:
1172 root 1.4 return retbuf;
1173 elmex 1.1 }
1174    
1175 root 1.4 /* Down here, we more further describe equipment type items.
1176     * only describe them if they have been identified or the like.
1177     */
1178     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1179     {
1180     int attr, val;
1181    
1182     for (attr = 0; attr < NUM_STATS; attr++)
1183     {
1184     if ((val = get_attr_value (&(op->stats), attr)) != 0)
1185     {
1186     sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1187     strcat (retbuf, buf);
1188 root 1.2 }
1189     }
1190    
1191 root 1.4 if (op->stats.exp)
1192     {
1193     sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1194     strcat (retbuf, buf);
1195 root 1.2 }
1196    
1197    
1198 root 1.4 switch (op->type)
1199     {
1200 root 1.2 case BOW:
1201     case ARROW:
1202     case GIRDLE:
1203     case HELMET:
1204     case SHIELD:
1205     case BOOTS:
1206     case GLOVES:
1207     case WEAPON:
1208     case SKILL:
1209     case RING:
1210     case AMULET:
1211     case ARMOUR:
1212     case BRACERS:
1213     case FORCE:
1214     case CLOAK:
1215 root 1.4 if (op->stats.wc)
1216     {
1217     sprintf (buf, "(wc%+d)", op->stats.wc);
1218     strcat (retbuf, buf);
1219 root 1.2 }
1220 root 1.4 if (op->stats.dam)
1221     {
1222     sprintf (buf, "(dam%+d)", op->stats.dam);
1223     strcat (retbuf, buf);
1224 root 1.2 }
1225 root 1.4 if (op->stats.ac)
1226     {
1227     sprintf (buf, "(ac%+d)", op->stats.ac);
1228     strcat (retbuf, buf);
1229 root 1.2 }
1230 root 1.4 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1231     {
1232     sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1233     strcat (retbuf, buf);
1234 root 1.2 }
1235 root 1.4 break;
1236 root 1.2
1237 root 1.4 default:
1238     break;
1239 root 1.2 }
1240 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
1241     strcat (retbuf, "(xray-vision)");
1242     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1243     strcat (retbuf, "(infravision)");
1244    
1245     /* levitate was what is was before, so we'll keep it */
1246     if (op->move_type & MOVE_FLY_LOW)
1247     strcat (retbuf, "(levitate)");
1248    
1249     if (op->move_type & MOVE_FLY_HIGH)
1250     strcat (retbuf, "(fly)");
1251    
1252     if (op->move_type & MOVE_SWIM)
1253     strcat (retbuf, "(swim)");
1254    
1255     /* walking is presumed as 'normal', so doesn't need mentioning */
1256    
1257     if (op->item_power)
1258     {
1259     sprintf (buf, "(item_power %+d)", op->item_power);
1260     strcat (retbuf, buf);
1261     }
1262     } /* End if identified or applied */
1263    
1264     /* This blocks only deals with fully identified object.
1265     * it is intentional that this is not an 'else' from a above -
1266     * in this way, information is added.
1267     */
1268     if (identified)
1269     {
1270     int more_info = 0;
1271    
1272     switch (op->type)
1273     {
1274     case ROD: /* These use stats.sp for spell selection and stats.food */
1275     case HORN: /* and stats.hp for spell-point regeneration... */
1276 root 1.2 case BOW:
1277     case ARROW:
1278     case WAND:
1279     case FOOD:
1280     case FLESH:
1281     case DRINK:
1282 root 1.4 more_info = 0;
1283     break;
1284 root 1.2
1285 root 1.4 /* Armor type objects */
1286 root 1.2 case ARMOUR:
1287     case HELMET:
1288     case SHIELD:
1289     case BOOTS:
1290     case GLOVES:
1291     case GIRDLE:
1292     case BRACERS:
1293     case CLOAK:
1294 root 1.4 if (ARMOUR_SPEED (op))
1295     {
1296     sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1297     strcat (retbuf, buf);
1298 root 1.2 }
1299 root 1.4 if (ARMOUR_SPELLS (op))
1300     {
1301     sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1302     strcat (retbuf, buf);
1303 root 1.2 }
1304 root 1.4 more_info = 1;
1305     break;
1306 root 1.2
1307     case WEAPON:
1308 root 1.4 /* Calculate it the same way fix_player does so the results
1309     * make sense.
1310     */
1311     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1312     if (i < 0)
1313     i = 0;
1314    
1315     sprintf (buf, "(weapon speed %d)", i);
1316     strcat (retbuf, buf);
1317     more_info = 1;
1318     break;
1319    
1320     }
1321     if (more_info)
1322     {
1323     if (op->stats.food)
1324     {
1325     if (op->stats.food != 0)
1326     sprintf (buf, "(sustenance%+d)", op->stats.food);
1327     strcat (retbuf, buf);
1328 root 1.2 }
1329 root 1.4 if (op->stats.grace)
1330     {
1331     sprintf (buf, "(grace%+d)", op->stats.grace);
1332     strcat (retbuf, buf);
1333 root 1.2 }
1334 root 1.4 if (op->stats.sp)
1335     {
1336     sprintf (buf, "(magic%+d)", op->stats.sp);
1337     strcat (retbuf, buf);
1338 root 1.2 }
1339 root 1.4 if (op->stats.hp)
1340     {
1341     sprintf (buf, "(regeneration%+d)", op->stats.hp);
1342     strcat (retbuf, buf);
1343 root 1.2 }
1344     }
1345    
1346 root 1.4 if (op->stats.luck)
1347     {
1348     sprintf (buf, "(luck%+d)", op->stats.luck);
1349     strcat (retbuf, buf);
1350     }
1351     if (QUERY_FLAG (op, FLAG_LIFESAVE))
1352     strcat (retbuf, "(lifesaving)");
1353     if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1354     strcat (retbuf, "(reflect spells)");
1355     if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1356     strcat (retbuf, "(reflect missiles)");
1357     if (QUERY_FLAG (op, FLAG_STEALTH))
1358     strcat (retbuf, "(stealth)");
1359     if (op->slaying != NULL && op->type != FOOD)
1360     {
1361     sprintf (buf, "(slay %s)", &op->slaying);
1362     strcat (retbuf, buf);
1363     }
1364     DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1365     /* resistance on flesh is only visible for quetzals. If
1366     * non flesh, everyone can see its resistances
1367     */
1368     if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1369     strcat (retbuf, describe_resistance (op, 0));
1370     DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1371     DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1372     DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1373 elmex 1.1 }
1374    
1375 root 1.4 return retbuf;
1376 elmex 1.1 }
1377    
1378     /* Return true if the item is magical. A magical item is one that
1379     * increases/decreases any abilities, provides a resistance,
1380     * has a generic magical bonus, or is an artifact.
1381     * This function is used by detect_magic to determine if an item
1382     * should be marked as magical.
1383     */
1384    
1385 root 1.4 int
1386     is_magical (const object *op)
1387     {
1388     int i;
1389 elmex 1.1
1390 root 1.4 /* living creatures are considered non magical */
1391     if (QUERY_FLAG (op, FLAG_ALIVE))
1392     return 0;
1393 elmex 1.1
1394 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1395     if (op->title != NULL)
1396     return 1;
1397    
1398     /* Handle rings and amulets specially. If they change any of these
1399     * values, it means they are magical.
1400     */
1401     if ((op->type == AMULET || op->type == RING) &&
1402     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1403     return 1;
1404    
1405     /* Check for stealty, speed, flying, or just plain magic in the boots */
1406     /* Presume any boots that hvae a move_type are special. */
1407     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1408     return 1;
1409    
1410     /* Take care of amulet/shield that reflects spells/missiles */
1411     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1412     return 1;
1413    
1414     /* Take care of helmet of xrays */
1415     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1416     return 1;
1417    
1418     /* Potions & rods are always magical. Wands/staves are also magical,
1419     * assuming they still have any charges left.
1420     */
1421     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1422     return 1;
1423    
1424     /* if something gives a protection, either positive or negative, its magical */
1425     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1426     * so this always works out fine.
1427     */
1428     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1429     if (op->resist[i])
1430     return 1;
1431    
1432     /* Physical protection is expected on some item types, so they should
1433     * not be considered magical.
1434     */
1435     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1436     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1437     return 1;
1438    
1439     /* power crystal, spellbooks, and scrolls are always magical. */
1440     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1441     return 1;
1442    
1443     /* Check to see if it increases/decreases any stats */
1444     for (i = 0; i < NUM_STATS; i++)
1445     if (get_attr_value (&(op->stats), i) != 0)
1446     return 1;
1447    
1448     /* If it doesn't fall into any of the above categories, must
1449     * be non magical.
1450     */
1451     return 0;
1452 elmex 1.1 }
1453    
1454     /* need_identify returns true if the item should be identified. This
1455     * function really should not exist - by default, any item not identified
1456     * should need it.
1457     */
1458    
1459 root 1.4 int
1460     need_identify (const object *op)
1461     {
1462     switch (op->type)
1463     {
1464 root 1.2 case RING:
1465     case WAND:
1466     case ROD:
1467     case HORN:
1468     case SCROLL:
1469     case SKILL:
1470     case SKILLSCROLL:
1471     case SPELLBOOK:
1472     case FOOD:
1473     case POTION:
1474     case BOW:
1475     case ARROW:
1476     case WEAPON:
1477     case ARMOUR:
1478     case SHIELD:
1479     case HELMET:
1480     case AMULET:
1481     case BOOTS:
1482     case GLOVES:
1483     case BRACERS:
1484     case GIRDLE:
1485     case CONTAINER:
1486     case DRINK:
1487     case FLESH:
1488     case INORGANIC:
1489     case CLOSE_CON:
1490     case CLOAK:
1491     case GEM:
1492     case POWER_CRYSTAL:
1493     case POISON:
1494     case BOOK:
1495     case SKILL_TOOL:
1496 root 1.4 return 1;
1497 elmex 1.1 }
1498 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1499     * archetype file can be updated, and this function removed.
1500     */
1501 elmex 1.1 #if 0
1502 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1503 elmex 1.1 #endif
1504 root 1.4 return 0;
1505 elmex 1.1 }
1506    
1507    
1508     /*
1509     * Supposed to fix face-values as well here, but later.
1510     */
1511    
1512 root 1.4 void
1513     identify (object *op)
1514     {
1515     object *pl;
1516 elmex 1.1
1517 root 1.4 SET_FLAG (op, FLAG_IDENTIFIED);
1518     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1519     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1520    
1521     /*
1522     * We want autojoining of equal objects:
1523     */
1524     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1525     SET_FLAG (op, FLAG_KNOWN_CURSED);
1526    
1527     if (op->type == POTION)
1528     {
1529     if (op->inv && op->randomitems)
1530     op->title = op->inv->name;
1531     else if (op->arch)
1532     {
1533     op->name = op->arch->clone.name;
1534     op->name_pl = op->arch->clone.name_pl;
1535     }
1536 elmex 1.1 }
1537    
1538 root 1.4 /* If the object is on a map, make sure we update its face */
1539     if (op->map)
1540     update_object (op, UP_OBJ_FACE);
1541     else
1542     {
1543     pl = is_player_inv (op->env);
1544     if (pl)
1545     /* A lot of the values can change from an update - might as well send
1546     * it all.
1547     */
1548     esrv_send_item (pl, op);
1549 elmex 1.1 }
1550     }