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Revision: 1.77
Committed: Sat Apr 3 02:27:24 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.76: +3 -2 lines
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interim check-in

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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 1.74 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.73 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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 root 1.77 // see include/object.h
53 elmex 1.1 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
54 root 1.35 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
55     {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
56     {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
57     {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
58     {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
59     {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
60     {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61     {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62     {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
63     {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
64     {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
65     {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
66     {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
67     {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
68 elmex 1.1 /*{"body_dragon_torso", "your body", "a dragon's body"} */
69     };
70    
71     static char numbers_10[10][20] = {
72 root 1.4 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
73     "eighty", "ninety"
74 elmex 1.1 };
75    
76     static char levelnumbers[21][20] = {
77 root 1.4 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
78 elmex 1.1 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
79     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
80     "nineteen", "twentieth"
81     };
82    
83     static char levelnumbers_10[11][20] = {
84 root 1.4 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
85     "seventieth", "eightieth", "ninetieth"
86 elmex 1.1 };
87    
88     /* The following is a large table of item types, the fields are:
89     * item number, item name, item name (plural), and two numbers that are the skills
90     * used to identify them. Anytime a new item type is added or removed, this list
91     * should be altered to reflect that. The defines for the numerical values are in
92     * define.h
93     */
94     static const typedata item_types[] = {
95 root 1.4 {PLAYER, "player", "players", 0, 0},
96     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
97     {TREASURE, "treasure", "treasure", 0, 0},
98     {POTION, "potion", "potions", SK_ALCHEMY, 0},
99     {FOOD, "food", "food", SK_WOODSMAN, 0},
100     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
101     {BOOK, "book", "books", SK_LITERACY, 0},
102     {CLOCK, "clock", "clocks", 0, 0},
103     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
104     {BOW, "bow", "bows", SK_BOWYER, 0},
105     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
106     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
107     {PEDESTAL, "pedestal", "pedestals", 0, 0},
108     {ALTAR, "altar", "altars", 0, 0},
109     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
110     {SPECIAL_KEY, "special key", "special keys", 0, 0},
111     {MAP, "map", "maps", 0, 0},
112     {DOOR, "door", "doors", 0, 0},
113     {KEY, "key", "keys", 0, 0},
114     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
115     {TRIGGER, "trigger", "triggers", 0, 0},
116     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
117     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
118     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
119     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
120     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
121     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
122     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
123     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
124     {MONEY, "money", "money", 0, 0},
125     {CLASS, "class", "classes", 0, 0},
126     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
127     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
128     {PLAYERMOVER, "player mover", "player movers", 0, 0},
129     {TELEPORTER, "teleporter", "teleporters", 0, 0},
130     {CREATOR, "creator", "creators", 0, 0},
131     {SKILL, "skill", "skills", 0, 0},
132     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
133     {GOLEM, "golem", "golems", 0, 0},
134     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
135     {BLINDNESS, "blindness", "blindness", 0, 0},
136     {GOD, "god", "gods", 0, 0},
137     {DETECTOR, "detector", "detectors", 0, 0},
138     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
139     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
140     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
141     {MARKER, "marker", "markers", 0, 0},
142     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
143     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
144     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
145     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
146     {GEM, "gem", "gems", SK_JEWELER, 0},
147     {FIREWALL, "firewall", "firewalls", 0, 0},
148     {ANVIL, "anvil", "anvils", 0, 0},
149     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
150     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
151     {EXIT, "exit", "exits", 0, 0},
152     {ENCOUNTER, "encounter", "encounters", 0, 0},
153     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
154     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
155     {RING, "ring", "rings", SK_JEWELER, 0},
156     {FLOOR, "floor", "floors", 0, 0},
157     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
158     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
159     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
160     {LIGHTER, "lighter", "lighters", 0, 0},
161 elmex 1.12 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
162 root 1.4 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
163     {LAMP, "lamp", "lamps", 0, 0},
164     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
165     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
166     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
167     {SPINNER, "spinner", "spinners", 0, 0},
168     {GATE, "gate", "gates", 0, 0},
169     {BUTTON, "button", "buttons", 0, 0},
170 root 1.59 {T_HANDLE, "cf handle", "cf handles", 0, 0},
171 root 1.4 {HOLE, "hole", "holes", 0, 0},
172     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
173     {SIGN, "sign", "signs", 0, 0},
174     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
175     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
176     {SPELL, "spell", "spells", 0, 0},
177     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
178     {CONVERTER, "converter", "converters", 0, 0},
179     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
180     {POISONING, "poisoning", "poisonings", 0, 0},
181     {SAVEBED, "savebed", "savebeds", 0, 0},
182     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
183     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
184     {DIRECTOR, "director", "directors", 0, 0},
185     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
186     {FORCE, "force", "forces", 0, 0},
187     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
188     {CLOSE_CON, "closed container", "closed container", 0, 0},
189     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
190     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
191     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
192     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
193     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
194     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
195     {MENU, "inventory list", "inventory lists", 0, 0},
196     {RUNE, "rune", "runes", 0, 0},
197     {TRAP, "trap", "traps", 0, 0},
198     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
199     {CORPSE, "corpse", "corpses", 0, 0},
200     {DISEASE, "disease", "diseases", 0, 0},
201     {SYMPTOM, "symptom", "symptoms", 0, 0},
202     {BUILDER, "item builder", "item builders", 0, 0},
203     {MATERIAL, "building material", "building materials", 0, 0},
204     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
205 elmex 1.1 };
206    
207 root 1.63 static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
208 elmex 1.1
209     /* This curve may be too steep. But the point is that there should
210     * be tough choices - there is no real point to this if everyone can
211     * wear whatever they want with no worries. Perhaps having the steep
212     * curve is good (maybe even steeper), but allowing players to
213     * have 2 * level instead. Ideally, top level characters should only be
214     * able to use 2-3 of the most powerful items.
215     * note that this table is only really used for program generated items -
216     * custom objects can use whatever they want.
217     */
218     static int enc_to_item_power[21] = {
219 root 1.4 0, 0, 1, 2, 3, 4, /* 5 */
220     5, 7, 9, 11, 13, /* 10 */
221     15, 18, 21, 24, 27, /* 15 */
222     30, 35, 40, 45, 50 /* 20 */
223 elmex 1.1 };
224    
225 root 1.4 int
226     get_power_from_ench (int ench)
227 elmex 1.1 {
228 root 1.53 return enc_to_item_power [clamp (ench, 0, 20)];
229 elmex 1.1 }
230    
231     /* This takes an object 'op' and figures out what its item_power
232     * rating should be. This should only really be used by the treasure
233     * generation code, and when loading legacy objects. It returns
234     * the item_power it calculates.
235     * If flag is 1, we return the number of enchantment, and not the
236     * the power. This is used in the treasure code.
237     */
238 root 1.4 int
239     calc_item_power (const object *op, int flag)
240 elmex 1.1 {
241 root 1.4 int i, tmp, enc;
242 elmex 1.1
243 root 1.4 enc = 0;
244     for (i = 0; i < NUM_STATS; i++)
245 root 1.33 enc += op->stats.stat (i);
246 root 1.4
247     /* This protection logic is pretty flawed. 20% fire resistance
248     * is much more valuable than 20% confusion, or 20% slow, or
249     * several others. Start at 1 - ignore physical - all that normal
250     * armour shouldn't be counted against
251     */
252     tmp = 0;
253     for (i = 1; i < NROFATTACKS; i++)
254     tmp += op->resist[i];
255    
256     /* Add/substract 10 so that the rounding works out right */
257     if (tmp > 0)
258     enc += (tmp + 10) / 20;
259     else if (tmp < 0)
260     enc += (tmp - 10) / 20;
261    
262     enc += op->magic;
263    
264     /* For each attacktype a weapon has, one more encantment. Start at 1 -
265     * physical doesn't count against total.
266     */
267     if (op->type == WEAPON)
268     {
269     for (i = 1; i < NROFATTACKS; i++)
270     if (op->attacktype & (1 << i))
271     enc++;
272 root 1.49
273 root 1.4 if (op->slaying)
274     enc += 2; /* What it slays is probably more relevent */
275     }
276 root 1.49
277 root 1.4 /* Items the player can equip */
278     if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
279     (op->type == SHIELD) || (op->type == RING) ||
280     (op->type == BOOTS) || (op->type == GLOVES) ||
281     (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
282     {
283     enc += op->stats.food; /* sustenance */
284     enc += op->stats.hp; /* hp regen */
285     enc += op->stats.sp; /* mana regen */
286     enc += op->stats.grace; /* grace regen */
287     enc += op->stats.exp; /* speed bonus */
288     }
289 root 1.49
290 root 1.4 enc += op->stats.luck;
291    
292     /* Do spell paths now */
293     for (i = 1; i < NRSPELLPATHS; i++)
294 root 1.66 if (op->path_attuned & (1 << i))
295     enc++;
296     else if (op->path_denied & (1 << i))
297     enc -= 2;
298     else if (op->path_repelled & (1 << i))
299     enc--;
300 root 1.4
301 root 1.55 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
302     if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
303     if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
304     if (op->flag [FLAG_XRAYS ]) enc += 2;
305     if (op->flag [FLAG_STEALTH ]) enc += 1;
306     if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
307     if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
308 elmex 1.1
309 root 1.4 return get_power_from_ench (enc);
310 elmex 1.1 }
311    
312     /* returns the typedata that has a number equal to itemtype, if there
313     * isn't one, returns NULL */
314 root 1.4 const typedata *
315     get_typedata (int itemtype)
316     {
317 root 1.55 for (int i = 0; i < item_types_size; i++)
318 root 1.4 if (item_types[i].number == itemtype)
319     return &item_types[i];
320 root 1.49
321 root 1.4 return NULL;
322 elmex 1.1 }
323    
324     /* returns the typedata that has a name equal to itemtype, if there
325     * isn't one, return the plural name that matches, if there still isn't
326     * one return NULL */
327 root 1.4 const typedata *
328     get_typedata_by_name (const char *name)
329     {
330 root 1.55 for (int i = 0; i < item_types_size; i++)
331 root 1.4 if (!strcmp (item_types[i].name, name))
332     return &item_types[i];
333 root 1.49
334 root 1.55 for (int i = 0; i < item_types_size; i++)
335 root 1.4 if (!strcmp (item_types[i].name_pl, name))
336     {
337     LOG (llevInfo,
338 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);
339 root 1.4 return &item_types[i];
340     }
341 root 1.49
342 root 1.55 return 0;
343 elmex 1.1 }
344 root 1.4
345 elmex 1.1 /* describe_resistance generates the visible naming for resistances.
346     * returns a static array of the description. This can return
347     * a big buffer.
348     * if newline is true, we don't put parens around the description
349     * but do put a newline at the end. Useful when dumping to files
350     */
351 root 1.25 const char *
352 root 1.4 describe_resistance (const object *op, int newline)
353 elmex 1.1 {
354 root 1.60 static dynbuf_text buf; buf.clear ();
355 root 1.4
356 root 1.60 for (int i = 0; i < NROFATTACKS; i++)
357     if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
358     buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
359 root 1.55
360 root 1.4 return buf;
361 elmex 1.1 }
362    
363     /*
364     * query_weight(object) returns a character pointer to a static buffer
365     * containing the text-representation of the weight of the given object.
366     * The buffer will be overwritten by the next call to query_weight().
367 root 1.55 *
368     * Seems to be used only by unimportant stuff. Remove?
369 elmex 1.1 */
370 root 1.25 const char *
371 root 1.4 query_weight (const object *op)
372     {
373 elmex 1.1 static char buf[10];
374 root 1.46 sint32 i = op->total_weight ();
375 elmex 1.1
376 root 1.4 if (op->weight < 0)
377 elmex 1.1 return " ";
378 root 1.25
379 root 1.4 if (i % 1000)
380     sprintf (buf, "%6.1f", i / 1000.0);
381 elmex 1.1 else
382 root 1.4 sprintf (buf, "%4d ", i / 1000);
383 root 1.25
384 elmex 1.1 return buf;
385     }
386    
387     /*
388     * Returns the pointer to a static buffer containing
389     * the number requested (of the form first, second, third...)
390     */
391 root 1.25 const char *
392 root 1.4 get_levelnumber (int i)
393     {
394 elmex 1.1 static char buf[MAX_BUF];
395 root 1.4
396     if (i > 99)
397     {
398     sprintf (buf, "%d.", i);
399     return buf;
400     }
401 root 1.25
402 root 1.4 if (i < 21)
403 elmex 1.1 return levelnumbers[i];
404 root 1.55
405 root 1.4 if (!(i % 10))
406     return levelnumbers_10[i / 10];
407 root 1.25
408 root 1.4 strcpy (buf, numbers_10[i / 10]);
409     strcat (buf, levelnumbers[i % 10]);
410 elmex 1.1 return buf;
411     }
412    
413     /*
414     * Returns pointer to static buffer containing ring's or amulet's
415     * abilities
416     * These are taken from old query_name(), but it would work better
417     * if describle_item() would be called to get this information and
418     * caller would handle FULL_RING_DESCRIPTION definition.
419     * Or make FULL_RING_DESCRIPTION standard part of a game and let
420     * client handle names.
421     */
422 root 1.4
423 elmex 1.1 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
424     * from stats.sp - b.t.
425     */
426 root 1.63 static const char *
427 root 1.4 ring_desc (const object *op)
428 elmex 1.1 {
429 root 1.39 static dynbuf_text buf; buf.clear ();
430 root 1.4 int attr, val, len;
431 elmex 1.1
432 root 1.39 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
433     {
434     for (attr = 0; attr < NUM_STATS; attr++)
435     if ((val = op->stats.stat (attr)))
436     buf.printf ("(%s%+d)", short_stat_name[attr], val);
437 elmex 1.1
438 root 1.39 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
439     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
440     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
441     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
442    
443     buf << describe_resistance (op, 0);
444    
445     if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
446     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
447     if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
448     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
449     if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
450    
451     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
452     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
453     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
454     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
455    
456     buf.add_paths ("Attuned" , op->path_attuned);
457     buf.add_paths ("Repelled", op->path_repelled);
458     buf.add_paths ("Denied" , op->path_denied);
459 root 1.4
460 root 1.39 if (buf.empty ())
461     buf << "of adornment";
462 root 1.4 }
463 root 1.27
464 root 1.4 return buf;
465 elmex 1.1 }
466    
467     /*
468     * query_short_name(object) is similar to query_name, but doesn't
469     * contain any information about object status (worn/cursed/etc.)
470 root 1.55 *
471     * It is sometimes used when printing messages, so should fit well into a sentence.
472 elmex 1.1 */
473 root 1.4 const char *
474     query_short_name (const object *op)
475 elmex 1.1 {
476 root 1.52 if (!op->name)
477 root 1.4 return "(null)";
478 root 1.5
479 root 1.42 if (!op->nrof
480     && !op->weight
481     && !op->title
482     && !is_magical (op)
483     && op->slaying != shstr_money)
484 root 1.4 return op->name; /* To speed things up (or make things slower?) */
485    
486 root 1.42 static dynbuf_text buf; buf.clear ();
487    
488 root 1.39 buf << (op->nrof <= 1 ? op->name : op->name_pl);
489 root 1.4
490     if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
491 root 1.39 buf << ' ' << op->title;
492 elmex 1.1
493 root 1.4 switch (op->type)
494     {
495 root 1.39 case SPELLBOOK:
496     case SCROLL:
497     case WAND:
498     case ROD:
499     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
500     {
501     if (!op->title)
502     buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
503    
504     if (op->type != SPELLBOOK)
505     buf.printf (" (lvl %d)", op->level);
506     }
507     break;
508    
509 root 1.53 case ALTAR:
510     case TRIGGER_ALTAR:
511     case IDENTIFY_ALTAR:
512     case CONVERTER:
513     if (op->slaying == shstr_money)
514     {
515     bool wrap = !!buf.size ();
516 root 1.42
517 root 1.53 if (wrap) buf << " [";
518 root 1.42
519 root 1.53 archetype *coin = 0;
520 root 1.42
521 root 1.53 for (char const *const *c = coins; *coins; ++c)
522     if ((coin = archetype::find (*c)))
523     if (op->stats.food % coin->value == 0)
524     break;
525 root 1.42
526 root 1.53 sint32 coins = op->stats.food / coin->value;
527 root 1.42
528 root 1.53 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
529 root 1.42
530 root 1.53 if (wrap) buf << ']';
531     }
532     break;
533 root 1.42
534 root 1.39 case SKILL:
535     case AMULET:
536     case RING:
537     if (!op->title)
538     {
539     /* If ring has a title, full description isn't so useful */
540     const char *s = ring_desc (op);
541 elmex 1.1
542 root 1.39 if (s && *s)
543     buf << " " << s;
544     }
545     break;
546 root 1.42
547 root 1.39 default:
548     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
549     buf.printf (" %+d", op->magic);
550 elmex 1.1 }
551 root 1.39
552 root 1.4 return buf;
553 elmex 1.1 }
554    
555     /*
556     * query_name(object) returns a character pointer pointing to a static
557     * buffer which contains a verbose textual representation of the name
558     * of the given object.
559     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
560     * you can make several calls to query_name before the bufs start getting
561     * overwritten. This may be a bad thing (it may be easier to assume the value
562     * returned is good forever.) However, it makes printing statements that
563     * use several names much easier (don't need to store them to temp variables.)
564     *
565 root 1.55 * It is used extensively within messages, so should return only a prose
566     * and short description of the item.
567 root 1.71 * It is also used by examine/ex and similar functions.
568 elmex 1.1 */
569 root 1.25 const char *
570 root 1.4 query_name (const object *op)
571     {
572 root 1.39 int len = 0;
573     static dynbuf_text bufs[5];
574 root 1.4 static int use_buf = 0;
575 elmex 1.1
576 root 1.4 use_buf++;
577     use_buf %= 5;
578 elmex 1.1
579 root 1.39 dynbuf_text &buf = bufs [use_buf];
580     buf.clear ();
581    
582 root 1.67 #if 0
583     if ((op->is_armor () || op->is_weapon ()) && op->material)
584     buf << op->material->description << ' ';
585     #endif
586 elmex 1.1
587 root 1.39 buf << query_short_name (op);
588 elmex 1.1
589 root 1.4 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
590 root 1.39 buf << " *";
591 root 1.61 if (op->is_open_container ())
592 root 1.39 buf << " (open)";
593 root 1.4
594     if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
595     {
596     if (QUERY_FLAG (op, FLAG_DAMNED))
597 root 1.39 buf << " (damned)";
598 root 1.4 else if (QUERY_FLAG (op, FLAG_CURSED))
599 root 1.39 buf << " (cursed)";
600 root 1.4 }
601 root 1.23
602 root 1.4 /* Basically, if the object is known magical (detect magic spell on it),
603     * and it isn't identified, print out the fact that
604     * it is magical. Assume that the detect magical spell will only set
605     * KNOWN_MAGICAL if the item actually is magical.
606     *
607     * Changed in V 0.91.4 - still print that the object is magical even
608     * if it has been applied. Equipping an item does not tell full
609     * abilities, especially for artifact items.
610     */
611     if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
612 root 1.39 buf << " (magic)";
613 elmex 1.1
614     #if 0
615 root 1.55 /* item_power will be returned in describe_item - it shouldn't really
616 root 1.4 * be returned in the name.
617     */
618     if (op->item_power)
619     sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
620 elmex 1.1
621     #endif
622    
623 root 1.4 if (QUERY_FLAG (op, FLAG_APPLIED))
624     {
625     switch (op->type)
626     {
627 root 1.23 case BOW:
628     case WAND:
629     case ROD:
630     case HORN:
631 root 1.77 buf << " (applied)";
632 root 1.23 break;
633     case WEAPON:
634 root 1.77 buf << " (applied)";
635 root 1.23 break;
636     case ARMOUR:
637     case HELMET:
638     case SHIELD:
639     case RING:
640     case BOOTS:
641     case GLOVES:
642     case AMULET:
643     case GIRDLE:
644     case BRACERS:
645     case CLOAK:
646 root 1.39 buf << " (worn)";
647 root 1.23 break;
648     case CONTAINER:
649 root 1.39 buf << " (active)";
650 root 1.23 break;
651     case SKILL:
652     default:
653 root 1.39 buf << " (applied)";
654 root 1.2 }
655 elmex 1.1 }
656 root 1.23
657 elmex 1.54 switch (op->type)
658     {
659     case LAMP:
660     if (op->glow_radius)
661     buf << " (on)";
662     else if (op->stats.food <= 0)
663     buf << " (empty)";
664     else
665     buf << " (off)";
666     break;
667    
668     case TORCH:
669     if (op->glow_radius)
670     buf << " (burning)";
671     else if (op->stats.food <= 0)
672     buf << " (burned out)";
673     break;
674     }
675    
676 root 1.4 if (QUERY_FLAG (op, FLAG_UNPAID))
677 root 1.39 buf << " (unpaid)";
678 elmex 1.1
679 root 1.39 return buf;
680 elmex 1.1 }
681    
682     /*
683     * query_base_name(object) returns a character pointer pointing to a static
684     * buffer which contains a verbose textual representation of the name
685     * of the given object. The buffer will be overwritten at the next
686     * call to query_base_name(). This is a lot like query_name, but we
687     * don't include the item count or item status. Used for inventory sorting
688     * and sending to client.
689     * If plural is set, we generate the plural name of this.
690 root 1.55 *
691     * It is sometimes used to display messages, and usually only used to match stuff,
692     * so maybe this function should be removed.
693 root 1.71 * It is also used for client-side inventory/item descriptions.
694 elmex 1.1 */
695 root 1.4 const char *
696     query_base_name (const object *op, int plural)
697     {
698     if ((!plural && !op->name) || (plural && !op->name_pl))
699     return "(null)";
700 elmex 1.1
701 root 1.71 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
702     && op->type != EXIT)
703 root 1.4 return op->name; /* To speed things up (or make things slower?) */
704 elmex 1.1
705 root 1.39 static dynbuf_text buf; buf.clear ();
706    
707 root 1.67 #if 0
708     if ((op->is_armor () || op->is_weapon ()) && op->material)
709     if (op->arch->material != op->material)
710     buf << op->material->description << ' ';
711     #endif
712 root 1.20
713 root 1.39 buf << (plural ? op->name_pl : op->name);
714 elmex 1.1
715 root 1.4 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
716 root 1.39 buf << ' ' << op->title;
717 elmex 1.1
718 root 1.4 switch (op->type)
719     {
720 root 1.20 case SPELLBOOK:
721     case SCROLL:
722     case WAND:
723     case ROD:
724     if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
725     {
726     if (!op->title)
727 root 1.39 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
728    
729 root 1.20 if (op->type != SPELLBOOK)
730 root 1.39 buf.printf (" (lvl %d)", op->level);
731 root 1.20 }
732     break;
733 elmex 1.1
734    
735 root 1.20 case SKILL:
736     case AMULET:
737     case RING:
738     if (!op->title)
739     {
740     /* If ring has a title, full description isn't so useful */
741 root 1.25 const char *s = ring_desc (op);
742 root 1.4
743 root 1.39 if (s && *s)
744     buf << ' ' << s;
745 root 1.20 }
746     break;
747 root 1.29
748 root 1.72 case EXIT:
749     // random map exits "unfortunately" get patched, so this only works before entering
750 root 1.76 if (EXIT_PATH (op) == shstr_random_map_exit)
751     buf << " (random map)";
752     else if (!EXIT_PATH (op))
753     buf << " (closed)";
754 root 1.72 break;
755    
756 root 1.20 default:
757     if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
758 root 1.39 buf.printf (" %+d", op->magic);
759 elmex 1.1 }
760 root 1.20
761 root 1.4 return buf;
762 elmex 1.1 }
763    
764     /* Break this off from describe_item - that function was way
765     * too long, making it difficult to read. This function deals
766     * with describing the monsters & players abilities. It should only
767     * be called with monster & player objects. Returns a description
768     * in a static buffer.
769     */
770 root 1.39 static const char *
771 root 1.4 describe_monster (const object *op)
772     {
773 root 1.39 static dynbuf_text buf; buf.clear ();
774 root 1.4
775     /* Note that the resolution this provides for players really isn't
776     * very good. Any player with a speed greater than .67 will
777     * fall into the 'lightning fast movement' category.
778     */
779 elmex 1.16 if (op->has_active_speed ())
780 root 1.68 switch ((int)(op->speed * 15.))
781 root 1.39 {
782     case 0:
783 root 1.51 buf << "(very slow movement)";
784 root 1.39 break;
785     case 1:
786     buf << "(slow movement)";
787     break;
788     case 2:
789     buf << "(normal movement)";
790     break;
791     case 3:
792     case 4:
793     buf << "(fast movement)";
794     break;
795     case 5:
796     case 6:
797     buf << "(very fast movement)";
798     break;
799     case 7:
800     case 8:
801     case 9:
802     case 10:
803     buf << "(extremely fast movement)";
804     break;
805     default:
806     buf << "(lightning fast movement)";
807     break;
808     }
809    
810     if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
811     if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
812     if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
813     if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
814     if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
815     if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
816     if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
817     if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
818     if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
819     if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
820     if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
821     if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
822     if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
823     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
824    
825     if (op->randomitems)
826 root 1.4 {
827 root 1.39 bool first = 1;
828 root 1.4
829 root 1.39 for (treasure *t = op->randomitems->items; t; t = t->next)
830 root 1.37 if (t->item && t->item->type == SPELL)
831 root 1.4 {
832     if (first)
833 root 1.39 buf << "(Spell abilities:)";
834    
835     first = 0;
836    
837     buf << '(' << t->item->object::name << ')';
838 root 1.4 }
839     }
840 root 1.39
841 root 1.4 if (op->type == PLAYER)
842     {
843     if (op->contr->digestion)
844 root 1.39 buf.printf ("(sustenance%+d)", op->contr->digestion);
845    
846 root 1.4 if (op->contr->gen_grace)
847 root 1.39 buf.printf ("(grace%+d)", op->contr->gen_grace);
848    
849 root 1.4 if (op->contr->gen_sp)
850 root 1.39 buf.printf ("(magic%+d)", op->contr->gen_sp);
851    
852 root 1.4 if (op->contr->gen_hp)
853 root 1.39 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
854    
855 root 1.4 if (op->stats.luck)
856 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
857 elmex 1.1 }
858 root 1.4
859     /* describe attacktypes */
860 root 1.69 if (op->is_dragon ())
861 root 1.4 {
862     /* for dragon players display the attacktypes from clawing skill
863     * Break apart the for loop - move the comparison checking down -
864     * this makes it more readable.
865     */
866     object *tmp;
867    
868 root 1.39 for (tmp = op->inv; tmp; tmp = tmp->below)
869     if (tmp->type == SKILL && tmp->name == shstr_clawing)
870 root 1.4 break;
871    
872 root 1.39 if (tmp && tmp->attacktype)
873     buf.add_abilities ("Claws", tmp->attacktype);
874 root 1.4 else
875 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
876 elmex 1.1 }
877 root 1.4 else
878 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
879 root 1.21
880 root 1.39 buf.add_paths ("Attuned" , op->path_attuned);
881     buf.add_paths ("Repelled", op->path_repelled);
882     buf.add_paths ("Denied" , op->path_denied);
883 root 1.22
884 root 1.39 for (int i = 0; i < NROFATTACKS; i++)
885 root 1.22 if (op->resist[i])
886 root 1.39 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
887 root 1.22
888 root 1.39 return buf;
889 elmex 1.1 }
890    
891     /*
892     * Returns a pointer to a static buffer which contains a
893     * description of the given object.
894     * If it is a monster, lots of information about its abilities
895     * will be returned.
896     * If it is an item, lots of information about which abilities
897     * will be gained about its user will be returned.
898     * If it is a player, it writes out the current abilities
899     * of the player, which is usually gained by the items applied.
900     * It would be really handy to actually pass another object
901     * pointer on who is examining this object. Then, you could reveal
902     * certain information depending on what the examiner knows, eg,
903     * wouldn't need to use the SEE_INVISIBLE flag to know it is
904     * a dragon player examining food. Could have things like
905     * a dwarven axe, in which the full abilities are only known to
906     * dwarves, etc.
907     *
908     * Add 'owner' who is the person examining this object.
909     * owner can be null if no one is being associated with this
910     * item (eg, debug dump or the like)
911     */
912 root 1.25 const char *
913 root 1.4 describe_item (const object *op, object *owner)
914     {
915 root 1.39 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
916     return describe_monster (op);
917    
918     static dynbuf_text buf; buf.clear ();
919 root 1.4 int identified, i;
920    
921     /* figure this out once, instead of making multiple calls to need_identify.
922     * also makes the code easier to read.
923     */
924 root 1.39 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
925     if (!identified)
926     buf << "(unidentified)";
927    
928 root 1.4 switch (op->type)
929     {
930 root 1.39 case BOW:
931     case ARROW:
932     case WAND:
933     case ROD:
934     case HORN:
935     case WEAPON:
936     case ARMOUR:
937     case HELMET:
938     case SHIELD:
939     case BOOTS:
940     case GLOVES:
941     case GIRDLE:
942     case BRACERS:
943     case CLOAK:
944     case SKILL_TOOL:
945     break; /* We have more information to do below this switch */
946    
947     case POWER_CRYSTAL:
948     if (op->stats.maxsp > 1000)
949     { /*higher capacity crystals */
950     i = (op->stats.maxsp % 1000) / 100;
951    
952     if (i)
953     buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
954     else
955     buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
956     }
957     else
958     buf.printf ("(capacity %d). It is ", op->stats.maxsp);
959    
960     i = (op->stats.sp * 10) / op->stats.maxsp;
961     if (op->stats.sp == 0)
962     buf << "empty.";
963     else if (i == 0)
964     buf << "almost empty.";
965     else if (i < 3)
966     buf << "partially filled.";
967     else if (i < 6)
968     buf << "half full.";
969     else if (i < 9)
970     buf << "well charged.";
971     else if (op->stats.sp == op->stats.maxsp)
972     buf << "fully charged.";
973     else
974     buf << "almost full.";
975     break;
976    
977 elmex 1.54 case LAMP:
978     {
979     int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
980     buf << "(fuel: ";
981     if (percent == 0)
982     buf << "empty";
983     else if (percent < 10)
984     buf << "very low";
985     else if (percent < 25)
986     buf << "low";
987     else if (percent < 50)
988     buf << "half empty";
989     else if (percent < 75)
990     buf << "half full";
991     else if (percent < 95)
992     buf << "well filled";
993     else if (percent <= 100)
994     buf << "full";
995     buf << ")";
996     }
997     break;
998    
999 root 1.39 case FOOD:
1000     case FLESH:
1001     case DRINK:
1002     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1003     {
1004     buf.printf ("(food+%d)", op->stats.food);
1005    
1006     if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1007     buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1008    
1009     if (!QUERY_FLAG (op, FLAG_CURSED))
1010     {
1011     if (op->stats.hp) buf << "(heals)";
1012     if (op->stats.sp) buf << "(spellpoint regen)";
1013     }
1014     else
1015     {
1016     if (op->stats.hp) buf << "(damages)";
1017     if (op->stats.sp) buf << "(spellpoint depletion)";
1018     }
1019     }
1020     break;
1021    
1022     case SKILL:
1023     case RING:
1024     case AMULET:
1025     if (op->item_power)
1026     buf.printf ("(item_power %+d)", op->item_power);
1027 root 1.2
1028 root 1.39 if (op->title)
1029     buf << ring_desc (op);
1030 root 1.2
1031 root 1.39 return buf;
1032 elmex 1.1
1033 root 1.39 default:
1034     return buf;
1035 elmex 1.1 }
1036    
1037 root 1.4 /* Down here, we more further describe equipment type items.
1038     * only describe them if they have been identified or the like.
1039     */
1040     if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1041     {
1042     int attr, val;
1043    
1044     for (attr = 0; attr < NUM_STATS; attr++)
1045 root 1.39 if ((val = op->stats.stat (attr)))
1046     buf.printf ("(%s%+d)", short_stat_name[attr], val);
1047 root 1.2
1048 root 1.4 if (op->stats.exp)
1049 root 1.39 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1050    
1051     switch (op->type)
1052 root 1.4 {
1053 root 1.39 case BOW:
1054     case ARROW:
1055     case GIRDLE:
1056     case HELMET:
1057     case SHIELD:
1058     case BOOTS:
1059     case GLOVES:
1060     case WEAPON:
1061     case SKILL:
1062     case RING:
1063     case AMULET:
1064     case ARMOUR:
1065     case BRACERS:
1066     case FORCE:
1067     case CLOAK:
1068     if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1069     if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1070     if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1071 root 1.2
1072 root 1.39 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1073     buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1074 root 1.2
1075 root 1.39 break;
1076 root 1.2
1077 root 1.39 default:
1078     break;
1079 root 1.2 }
1080 root 1.39
1081     if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1082     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1083 root 1.4
1084     /* levitate was what is was before, so we'll keep it */
1085 root 1.39 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1086     if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1087     if (op->move_type & MOVE_SWIM) buf << "(swim)";
1088 root 1.4
1089     /* walking is presumed as 'normal', so doesn't need mentioning */
1090    
1091     if (op->item_power)
1092 root 1.39 buf.printf ("(item_power %+d)", op->item_power);
1093 root 1.4 } /* End if identified or applied */
1094    
1095     /* This blocks only deals with fully identified object.
1096     * it is intentional that this is not an 'else' from a above -
1097     * in this way, information is added.
1098     */
1099     if (identified)
1100     {
1101     int more_info = 0;
1102    
1103     switch (op->type)
1104     {
1105 root 1.39 case ROD: /* These use stats.sp for spell selection and stats.food */
1106     case HORN: /* and stats.hp for spell-point regeneration... */
1107     case BOW:
1108     case ARROW:
1109     case WAND:
1110     case FOOD:
1111     case FLESH:
1112     case DRINK:
1113     more_info = 0;
1114     break;
1115    
1116     /* Armor type objects */
1117     case ARMOUR:
1118     case HELMET:
1119     case SHIELD:
1120     case BOOTS:
1121     case GLOVES:
1122     case GIRDLE:
1123     case BRACERS:
1124     case CLOAK:
1125     if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1126     if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1127     more_info = 1;
1128     break;
1129 root 1.4
1130 root 1.39 case WEAPON:
1131     /* Calculate it the same way fix_player does so the results
1132     * make sense.
1133     */
1134     i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1135     if (i < 0)
1136     i = 0;
1137    
1138     buf.printf ("(weapon speed %d)", i);
1139     more_info = 1;
1140     break;
1141 root 1.4 }
1142 root 1.39
1143 root 1.4 if (more_info)
1144     {
1145 root 1.39 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1146     if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1147     if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1148     if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1149 root 1.2 }
1150    
1151 root 1.4 if (op->stats.luck)
1152 root 1.39 buf.printf ("(luck%+d)", op->stats.luck);
1153    
1154     if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1155     if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1156     if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1157     if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1158    
1159     if (op->slaying && op->type != FOOD)
1160     buf.printf ("(slay %s)", &op->slaying);
1161    
1162 root 1.57 if (op->type == SKILL_TOOL && op->skill)
1163     buf.printf ("(%s)", &op->skill);
1164 sf-marcmagus 1.56
1165 root 1.39 buf.add_abilities ("Attacks", op->attacktype);
1166 root 1.4 /* resistance on flesh is only visible for quetzals. If
1167     * non flesh, everyone can see its resistances
1168     */
1169 root 1.69 if (op->type != FLESH || (owner && owner->is_dragon ()))
1170 root 1.39 buf << describe_resistance (op, 0);
1171    
1172     buf.add_paths ("Attuned", op->path_attuned);
1173     buf.add_paths ("Repelled", op->path_repelled);
1174     buf.add_paths ("Denied", op->path_denied);
1175 elmex 1.1 }
1176    
1177 root 1.39 return buf;
1178 elmex 1.1 }
1179    
1180 root 1.26 std::string
1181     object::describe_item (object *who)
1182     {
1183     return std::string (::describe_item (this, who));
1184     }
1185    
1186 root 1.40 void
1187     examine (object *op, object *tmp)
1188     {
1189 root 1.45 std::string info = tmp->describe (op);
1190 root 1.55
1191 root 1.45 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1192 root 1.40 }
1193    
1194     /*
1195     * inventory prints object's inventory. If inv==NULL then print player's
1196     * inventory.
1197     * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1198     */
1199     const char *
1200     object::query_inventory (object *who, const char *indent)
1201     {
1202     static dynbuf_text buf; buf.clear ();
1203    
1204     for (object *tmp = inv; tmp; tmp = tmp->below)
1205     if (who && QUERY_FLAG (who, FLAG_WIZ))
1206 elmex 1.70 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1207 root 1.40 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1208 root 1.53 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1209 root 1.40
1210     if (buf.size ())
1211 root 1.53 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1212 root 1.40 else
1213     buf.printf ("%s(empty)\n", indent);
1214    
1215     return buf;
1216     }
1217    
1218 elmex 1.1 /* Return true if the item is magical. A magical item is one that
1219     * increases/decreases any abilities, provides a resistance,
1220     * has a generic magical bonus, or is an artifact.
1221     * This function is used by detect_magic to determine if an item
1222     * should be marked as magical.
1223     */
1224 root 1.4 int
1225     is_magical (const object *op)
1226     {
1227     int i;
1228 elmex 1.1
1229 root 1.4 /* living creatures are considered non magical */
1230     if (QUERY_FLAG (op, FLAG_ALIVE))
1231     return 0;
1232 elmex 1.1
1233 root 1.4 /* This is a test for it being an artifact, as artifacts have titles */
1234     if (op->title != NULL)
1235     return 1;
1236    
1237     /* Handle rings and amulets specially. If they change any of these
1238     * values, it means they are magical.
1239     */
1240     if ((op->type == AMULET || op->type == RING) &&
1241     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1242     return 1;
1243    
1244     /* Check for stealty, speed, flying, or just plain magic in the boots */
1245     /* Presume any boots that hvae a move_type are special. */
1246     if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1247     return 1;
1248    
1249     /* Take care of amulet/shield that reflects spells/missiles */
1250     if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1251     return 1;
1252    
1253     /* Take care of helmet of xrays */
1254     if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1255     return 1;
1256    
1257     /* Potions & rods are always magical. Wands/staves are also magical,
1258     * assuming they still have any charges left.
1259     */
1260     if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1261     return 1;
1262    
1263     /* if something gives a protection, either positive or negative, its magical */
1264     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1265     * so this always works out fine.
1266     */
1267     for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1268     if (op->resist[i])
1269     return 1;
1270    
1271     /* Physical protection is expected on some item types, so they should
1272     * not be considered magical.
1273     */
1274     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1275     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1276     return 1;
1277    
1278     /* power crystal, spellbooks, and scrolls are always magical. */
1279     if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1280     return 1;
1281    
1282     /* Check to see if it increases/decreases any stats */
1283     for (i = 0; i < NUM_STATS; i++)
1284 root 1.33 if (op->stats.stat (i))
1285 root 1.4 return 1;
1286    
1287     /* If it doesn't fall into any of the above categories, must
1288     * be non magical.
1289     */
1290     return 0;
1291 elmex 1.1 }
1292    
1293     /* need_identify returns true if the item should be identified. This
1294     * function really should not exist - by default, any item not identified
1295     * should need it.
1296     */
1297    
1298 root 1.4 int
1299     need_identify (const object *op)
1300     {
1301     switch (op->type)
1302     {
1303 root 1.33 case RING:
1304     case WAND:
1305     case ROD:
1306     case HORN:
1307     case SCROLL:
1308     case SKILL:
1309     case SKILLSCROLL:
1310     case SPELLBOOK:
1311     case FOOD:
1312     case POTION:
1313     case BOW:
1314     case ARROW:
1315     case WEAPON:
1316     case ARMOUR:
1317     case SHIELD:
1318     case HELMET:
1319     case AMULET:
1320     case BOOTS:
1321     case GLOVES:
1322     case BRACERS:
1323     case GIRDLE:
1324     case CONTAINER:
1325     case DRINK:
1326     case FLESH:
1327     case INORGANIC:
1328     case CLOSE_CON:
1329     case CLOAK:
1330     case GEM:
1331     case POWER_CRYSTAL:
1332     case POISON:
1333     case BOOK:
1334     case SKILL_TOOL:
1335     return 1;
1336 elmex 1.1 }
1337 root 1.33
1338 root 1.4 /* Try to track down some stuff that may show up here. Thus, the
1339     * archetype file can be updated, and this function removed.
1340     */
1341 elmex 1.1 #if 0
1342 root 1.4 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1343 elmex 1.1 #endif
1344 root 1.4 return 0;
1345 elmex 1.1 }
1346    
1347     /*
1348     * Supposed to fix face-values as well here, but later.
1349     */
1350 root 1.4 void
1351     identify (object *op)
1352     {
1353     SET_FLAG (op, FLAG_IDENTIFIED);
1354     CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1355     CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1356    
1357     /*
1358     * We want autojoining of equal objects:
1359     */
1360     if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1361     SET_FLAG (op, FLAG_KNOWN_CURSED);
1362    
1363     if (op->type == POTION)
1364     {
1365     if (op->inv && op->randomitems)
1366     op->title = op->inv->name;
1367     else if (op->arch)
1368     {
1369 root 1.48 op->name = op->arch->object::name;
1370 root 1.37 op->name_pl = op->arch->object::name_pl;
1371 root 1.4 }
1372 elmex 1.1 }
1373    
1374 root 1.4 /* If the object is on a map, make sure we update its face */
1375     if (op->map)
1376 root 1.24 update_object (op, UP_OBJ_CHANGE);
1377 root 1.50
1378     if (object *pl = op->visible_to ())
1379 root 1.48 /* A lot of the values can change from an update - might as well send
1380     * it all.
1381     */
1382     esrv_send_item (pl, op);
1383 elmex 1.1 }
1384 root 1.9