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/* |
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* static char *rcsid_item_c = |
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* "$Id: item.C,v 1.1 2006-08-13 17:16:00 elmex Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
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#include <funcpoint.h> |
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#include <living.h> |
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#include <spells.h> |
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|
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/* the ordering of this is actually doesn't make a difference |
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* However, for ease of use, new entries should go at the end |
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* so those people that debug the code that get used to something |
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* being in the location 4 don't get confused. |
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* |
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* The ordering in save_name, use_name, nonuse_name. |
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* save_name is the name used to load/save it from files. It should |
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* match that of the doc/Developers/objects. The only |
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* real limitation is that it shouldn't have spaces or other characters |
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* that may mess up the match code. It must also start with body_ |
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* use_name is how we describe the location if we can use it. |
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* nonuse_name is how we describe it if we can't use it. I think |
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* the values below will make it pretty clear how those work out |
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* They are basically there to make life a little easier - if a character |
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* examines an item and it says it goes on 'your arm', its pretty clear |
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* they can use it. See the last sample (commented out) for a dragon |
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* Note that using the term 'human' may not be very accurate, humanoid |
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* may be better. |
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* Basically, for the use/nonuse, the code does something like: |
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* "This item goes %s\n", with the use/nonuse values filling in the %s |
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*/ |
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Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
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{"body_range", "in your range slot", "in a human's range slot"}, |
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{"body_arm", "on your arm", "on a human's arm"}, |
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{"body_torso", "on your body", "on a human's torso"}, |
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{"body_head", "on your head", "on a human's head"}, |
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{"body_neck", "around your neck", "around a humans neck"}, |
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{"body_skill", "in your skill slot", "in a human's skill slot"}, |
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{"body_finger", "on your finger", "on a human's finger"}, |
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{"body_shoulder", "around your shoulders", "around a human's shoulders"}, |
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{"body_foot", "on your feet", "on a human's feet"}, |
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{"body_hand", "on your hands", "on a human's hands"}, |
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{"body_wrist", "around your wrists", "around a human's wrist"}, |
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{"body_waist", "around your waist", "around a human's waist"}, |
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|
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/*{"body_dragon_torso", "your body", "a dragon's body"} */ |
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}; |
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|
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static char numbers[21][20] = { |
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"no","","two","three","four","five","six","seven","eight","nine","ten", |
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"eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen", |
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"eighteen","nineteen","twenty" |
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}; |
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|
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static char numbers_10[10][20] = { |
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"zero","ten","twenty","thirty","fourty","fifty","sixty","seventy", |
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"eighty","ninety" |
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}; |
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|
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static char levelnumbers[21][20] = { |
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"zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh", |
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"eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", |
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"fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", |
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"nineteen", "twentieth" |
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}; |
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|
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static char levelnumbers_10[11][20] = { |
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"zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth", |
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"seventieth","eightieth","ninetieth" |
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}; |
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|
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/* The following is a large table of item types, the fields are: |
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* item number, item name, item name (plural), and two numbers that are the skills |
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* used to identify them. Anytime a new item type is added or removed, this list |
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* should be altered to reflect that. The defines for the numerical values are in |
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* define.h |
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*/ |
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static const typedata item_types[] = { |
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{PLAYER, "player", "players", 0, 0}, |
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{ROD, "rod", "rods", SK_THAUMATURGY, 0}, |
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{TREASURE, "treasure", "treasure", 0, 0}, |
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{POTION, "potion", "potions", SK_ALCHEMY, 0}, |
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{FOOD, "food", "food", SK_WOODSMAN, 0}, |
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{POISON, "poison", "poisons", SK_ALCHEMY, 0}, |
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{BOOK, "book", "books", SK_LITERACY, 0}, |
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{CLOCK, "clock", "clocks", 0, 0}, |
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{LIGHTNING, "lightning", "lightning", 0, 0}, |
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{ARROW, "arrow", "arrows", SK_BOWYER, 0}, |
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{BOW, "bow", "bows", SK_BOWYER, 0}, |
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{WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, |
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{ARMOUR, "armour", "armour", SK_SMITHERY, 0}, |
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{PEDESTAL, "pedestal", "pedestals", 0, 0}, |
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{ALTAR, "altar", "altars", 0, 0}, |
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{LOCKED_DOOR, "locked door", "locked doors", 0, 0}, |
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{SPECIAL_KEY, "special key", "special keys", 0, 0}, |
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{MAP, "map", "maps", 0, 0}, |
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{DOOR, "door", "doors", 0, 0}, |
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{KEY, "key", "keys", 0, 0}, |
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{TIMED_GATE, "timed_gate", "timed_gates", 0, 0}, |
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{TRIGGER, "trigger", "triggers", 0, 0}, |
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{GRIMREAPER, "grimreaper", "grimreapers", 0, 0}, |
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{MAGIC_EAR, "magic ear", "magic ears", 0, 0}, |
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{TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0}, |
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{TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0}, |
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{TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0}, |
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{SHIELD, "shield", "shields", SK_SMITHERY, 0}, |
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{HELMET, "helmet", "helmets", SK_SMITHERY, 0}, |
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{HORN, "horn", "horns", SK_THAUMATURGY, 0}, |
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{MONEY, "money", "money", 0, 0}, |
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{CLASS, "class", "classes", 0, 0}, |
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{GRAVESTONE, "gravestone", "gravestones", 0, 0}, |
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{AMULET, "amulet", "amulets", SK_JEWELER, 0}, |
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{PLAYERMOVER, "player mover", "player movers", 0, 0}, |
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{TELEPORTER, "teleporter", "teleporters", 0, 0}, |
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{CREATOR, "creator", "creators", 0, 0}, |
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{SKILL, "skill", "skills", 0, 0}, |
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{EXPERIENCE, "experience", "experience", 0, 0}, |
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{EARTHWALL, "earthwall", "earthwalls", 0, 0}, |
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{GOLEM, "golem", "golems", 0, 0}, |
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{THROWN_OBJ, "projectile", "projectiles", 0, 0}, |
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{BLINDNESS, "blindness", "blindness", 0, 0}, |
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{GOD, "god", "gods", 0, 0}, |
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{DETECTOR, "detector", "detectors", 0, 0}, |
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{TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0}, |
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{DEAD_OBJECT, "dead object", "dead objects", 0, 0}, |
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{DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY}, |
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{MARKER, "marker", "markers", 0, 0}, |
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{HOLY_ALTAR, "holy altar", "holy altars", 0, 0}, |
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{PLAYER_CHANGER, "player changer", "player changers", 0, 0}, |
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{BATTLEGROUND, "battleground", "battlegrounds", 0, 0}, |
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{PEACEMAKER, "peacemaker", "peacemakers", 0, 0}, |
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{GEM, "gem", "gems", SK_JEWELER, 0}, |
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{FIREWALL, "firewall", "firewalls", 0, 0}, |
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{ANVIL, "anvil", "anvils", 0, 0}, |
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{CHECK_INV, "inventory checker", "inventory checkers", 0, 0}, |
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{MOOD_FLOOR, "mood floor", "mood floors", 0, 0}, |
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{EXIT, "exit", "exits", 0, 0}, |
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{ENCOUNTER, "encounter", "encounters", 0, 0}, |
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{SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, |
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{SHOP_MAT, "shop mat", "shop mats", 0, 0}, |
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{RING, "ring", "rings", SK_JEWELER, 0}, |
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{FLOOR, "floor", "floors", 0, 0}, |
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{FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, |
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{INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
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{SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
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{LIGHTER, "lighter", "lighters", 0, 0}, |
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{TRAP_PART, "trap part", "trap parts", 0, 0}, |
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{WALL, "wall", "walls", 0, 0}, |
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{LIGHT_SOURCE, "light source", "light sources", 0, 0}, |
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{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
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{MONSTER, "monster", "monsters", 0, 0}, |
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{SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0}, |
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{LAMP, "lamp", "lamps", 0, 0}, |
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{DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
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{TOOL, "tool", "tools", 0, 0}, |
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{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
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{BUILDFAC, "building facility", "building facilities", 0, 0}, |
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{CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
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{SPINNER, "spinner", "spinners", 0, 0}, |
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{GATE, "gate", "gates", 0, 0}, |
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{BUTTON, "button", "buttons", 0, 0}, |
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{CF_HANDLE, "cf handle", "cf handles", 0, 0}, |
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{HOLE, "hole", "holes", 0, 0}, |
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{TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, |
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{SIGN, "sign", "signs", 0, 0}, |
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{BOOTS, "boots", "boots", SK_SMITHERY, 0}, |
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{GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, |
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{SPELL, "spell", "spells", 0, 0}, |
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{SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, |
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{CONVERTER, "converter", "converters", 0, 0}, |
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{BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, |
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{POISONING, "poisoning", "poisonings", 0, 0}, |
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{SAVEBED, "savebed", "savebeds", 0, 0}, |
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{POISONCLOUD, "poison cloud", "poison clouds", 0, 0}, |
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{FIREHOLES, "fireholes", "fireholes", 0, 0}, |
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{WAND, "wand", "wands", SK_THAUMATURGY, 0}, |
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{SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, |
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{DIRECTOR, "director", "directors", 0, 0}, |
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{GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, |
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{FORCE, "force", "forces", 0, 0}, |
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{POTION_EFFECT, "potion effect", "potion effects", 0, 0}, |
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{CLOSE_CON, "closed container", "closed container", 0, 0}, |
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{CONTAINER, "container", "containers", SK_ALCHEMY, 0}, |
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{ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0}, |
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{WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0}, |
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{SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0}, |
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{DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0}, |
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{IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0}, |
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{MENU, "inventory list", "inventory lists", 0, 0}, |
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{RUNE, "rune", "runes", 0, 0}, |
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{TRAP, "trap", "traps", 0, 0}, |
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{POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0}, |
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{CORPSE, "corpse", "corpses", 0, 0}, |
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{DISEASE, "disease", "diseases", 0, 0}, |
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{SYMPTOM, "symptom", "symptoms", 0, 0}, |
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{BUILDER, "item builder", "item builders", 0, 0}, |
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{MATERIAL, "building material", "building materials", 0, 0}, |
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{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
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}; |
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|
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const int item_types_size=sizeof(item_types)/sizeof(*item_types); |
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|
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materialtype_t *materialt; |
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|
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/* |
229 |
materialtype material[NROFMATERIALS] = { |
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* P M F E C C A D W G P S P T F C D D C C G H B I * |
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* H A I L O O C R E H O L A U E A E E H O O O L N * |
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* Y G R E L N I A A O I O R R A N P A A U D L I T * |
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* S I E C D F D I P S S W A N R C L T O N Y N R * |
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* I C T U N O T O L E E H S T P D N * |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}}, |
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{"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}} |
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}; |
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*/ |
250 |
|
251 |
/* This curve may be too steep. But the point is that there should |
252 |
* be tough choices - there is no real point to this if everyone can |
253 |
* wear whatever they want with no worries. Perhaps having the steep |
254 |
* curve is good (maybe even steeper), but allowing players to |
255 |
* have 2 * level instead. Ideally, top level characters should only be |
256 |
* able to use 2-3 of the most powerful items. |
257 |
* note that this table is only really used for program generated items - |
258 |
* custom objects can use whatever they want. |
259 |
*/ |
260 |
static int enc_to_item_power[21] = { |
261 |
0, 0, 1, 2, 3, 4, /* 5 */ |
262 |
5, 7, 9, 11, 13, /* 10 */ |
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15, 18, 21, 24, 27, /* 15 */ |
264 |
30, 35, 40, 45, 50 /* 20 */ |
265 |
}; |
266 |
|
267 |
int get_power_from_ench(int ench) |
268 |
{ |
269 |
if (ench < 0) ench = 0; |
270 |
if (ench > 20) ench = 20; |
271 |
return enc_to_item_power[ench]; |
272 |
} |
273 |
|
274 |
/* This takes an object 'op' and figures out what its item_power |
275 |
* rating should be. This should only really be used by the treasure |
276 |
* generation code, and when loading legacy objects. It returns |
277 |
* the item_power it calculates. |
278 |
* If flag is 1, we return the number of enchantment, and not the |
279 |
* the power. This is used in the treasure code. |
280 |
*/ |
281 |
int calc_item_power(const object *op, int flag) |
282 |
{ |
283 |
int i, tmp, enc; |
284 |
|
285 |
enc = 0; |
286 |
for (i=0; i<NUM_STATS; i++) |
287 |
enc += get_attr_value(&op->stats, i); |
288 |
|
289 |
/* This protection logic is pretty flawed. 20% fire resistance |
290 |
* is much more valuable than 20% confusion, or 20% slow, or |
291 |
* several others. Start at 1 - ignore physical - all that normal |
292 |
* armour shouldn't be counted against |
293 |
*/ |
294 |
tmp = 0; |
295 |
for (i=1; i<NROFATTACKS; i++) |
296 |
tmp += op->resist[i]; |
297 |
|
298 |
/* Add/substract 10 so that the rounding works out right */ |
299 |
if (tmp>0) enc += (tmp+10)/20; |
300 |
else if (tmp<0) 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 |
for (i=1; i<NROFATTACKS; i++) |
309 |
if (op->attacktype & (1 << i)) enc++; |
310 |
if (op->slaying) enc += 2; /* What it slays is probably more relevent */ |
311 |
} |
312 |
/* Items the player can equip */ |
313 |
if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || |
314 |
(op->type == SHIELD) || (op->type == RING) || |
315 |
(op->type == BOOTS) || (op->type == GLOVES) || |
316 |
(op->type == AMULET ) || (op->type == GIRDLE) || |
317 |
(op->type == BRACERS ) || (op->type == CLOAK)) { |
318 |
enc += op->stats.food; /* sustenance */ |
319 |
enc += op->stats.hp; /* hp regen */ |
320 |
enc += op->stats.sp; /* mana regen */ |
321 |
enc += op->stats.grace; /* grace regen */ |
322 |
enc += op->stats.exp; /* speed bonus */ |
323 |
} |
324 |
enc += op->stats.luck; |
325 |
|
326 |
/* Do spell paths now */ |
327 |
for (i=1; i<NRSPELLPATHS; i++) { |
328 |
if (op->path_attuned& (1 << i)) enc++; |
329 |
else if (op->path_denied & (1 << i)) enc-=2; |
330 |
else if (op->path_repelled & (1 << i)) enc--; |
331 |
} |
332 |
|
333 |
if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5; |
334 |
if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3; |
335 |
if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2; |
336 |
if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1; |
337 |
if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2; |
338 |
if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1; |
339 |
if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1; |
340 |
|
341 |
return get_power_from_ench(enc); |
342 |
|
343 |
} |
344 |
|
345 |
/* returns the typedata that has a number equal to itemtype, if there |
346 |
* isn't one, returns NULL */ |
347 |
|
348 |
const typedata *get_typedata(int itemtype) { |
349 |
int i; |
350 |
for (i=0;i<item_types_size;i++) |
351 |
if (item_types[i].number==itemtype) return &item_types[i]; |
352 |
return NULL; |
353 |
} |
354 |
|
355 |
/* returns the typedata that has a name equal to itemtype, if there |
356 |
* isn't one, return the plural name that matches, if there still isn't |
357 |
* one return NULL */ |
358 |
|
359 |
const typedata *get_typedata_by_name(const char *name) { |
360 |
int i; |
361 |
for (i=0;i<item_types_size;i++) |
362 |
if (!strcmp(item_types[i].name, name)) return &item_types[i]; |
363 |
for (i=0;i<item_types_size;i++) |
364 |
if (!strcmp(item_types[i].name_pl, name)) { |
365 |
LOG(llevInfo, |
366 |
"get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", |
367 |
name, item_types[i].name); |
368 |
return &item_types[i]; |
369 |
} |
370 |
return NULL; |
371 |
} |
372 |
/* describe_resistance generates the visible naming for resistances. |
373 |
* returns a static array of the description. This can return |
374 |
* a big buffer. |
375 |
* if newline is true, we don't put parens around the description |
376 |
* but do put a newline at the end. Useful when dumping to files |
377 |
*/ |
378 |
char *describe_resistance(const object *op, int newline) |
379 |
{ |
380 |
static char buf[VERY_BIG_BUF]; |
381 |
char buf1[VERY_BIG_BUF]; |
382 |
int tmpvar; |
383 |
|
384 |
buf[0]=0; |
385 |
for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) { |
386 |
if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) { |
387 |
if (!newline) |
388 |
sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); |
389 |
else |
390 |
sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); |
391 |
|
392 |
strcat(buf, buf1); |
393 |
} |
394 |
} |
395 |
return buf; |
396 |
} |
397 |
|
398 |
|
399 |
/* |
400 |
* query_weight(object) returns a character pointer to a static buffer |
401 |
* containing the text-representation of the weight of the given object. |
402 |
* The buffer will be overwritten by the next call to query_weight(). |
403 |
*/ |
404 |
|
405 |
char *query_weight(const object *op) { |
406 |
static char buf[10]; |
407 |
sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying; |
408 |
|
409 |
if(op->weight<0) |
410 |
return " "; |
411 |
if(i%1000) |
412 |
sprintf(buf,"%6.1f",i/1000.0); |
413 |
else |
414 |
sprintf(buf,"%4d ",i/1000); |
415 |
return buf; |
416 |
} |
417 |
|
418 |
/* |
419 |
* Returns the pointer to a static buffer containing |
420 |
* the number requested (of the form first, second, third...) |
421 |
*/ |
422 |
|
423 |
char *get_levelnumber(int i) { |
424 |
static char buf[MAX_BUF]; |
425 |
if (i > 99) { |
426 |
sprintf(buf, "%d.", i); |
427 |
return buf; |
428 |
} |
429 |
if(i < 21) |
430 |
return levelnumbers[i]; |
431 |
if(!(i%10)) |
432 |
return levelnumbers_10[i/10]; |
433 |
strcpy(buf, numbers_10[i/10]); |
434 |
strcat(buf, levelnumbers[i%10]); |
435 |
return buf; |
436 |
} |
437 |
|
438 |
|
439 |
/* |
440 |
* get_number(integer) returns the text-representation of the given number |
441 |
* in a static buffer. The buffer might be overwritten at the next |
442 |
* call to get_number(). |
443 |
* It is currently only used by the query_name() function. |
444 |
*/ |
445 |
|
446 |
char *get_number(int i) { |
447 |
if(i<=20) |
448 |
return numbers[i]; |
449 |
else { |
450 |
static char buf[MAX_BUF]; |
451 |
sprintf(buf,"%d",i); |
452 |
return buf; |
453 |
} |
454 |
} |
455 |
|
456 |
/* |
457 |
* Returns pointer to static buffer containing ring's or amulet's |
458 |
* abilities |
459 |
* These are taken from old query_name(), but it would work better |
460 |
* if describle_item() would be called to get this information and |
461 |
* caller would handle FULL_RING_DESCRIPTION definition. |
462 |
* Or make FULL_RING_DESCRIPTION standard part of a game and let |
463 |
* client handle names. |
464 |
*/ |
465 |
/* Aug 95 modified this slightly so that Skill tools don't have magic bonus |
466 |
* from stats.sp - b.t. |
467 |
*/ |
468 |
char *ring_desc (const object *op) |
469 |
{ |
470 |
static char buf[VERY_BIG_BUF]; |
471 |
int attr, val,len; |
472 |
|
473 |
buf[0] = 0; |
474 |
|
475 |
if (! QUERY_FLAG(op, FLAG_IDENTIFIED)) |
476 |
return buf; |
477 |
|
478 |
for (attr=0; attr<NUM_STATS; attr++) { |
479 |
if ((val=get_attr_value(&(op->stats),attr))!=0) { |
480 |
sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val); |
481 |
} |
482 |
} |
483 |
if(op->stats.exp) |
484 |
sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp); |
485 |
if(op->stats.wc) |
486 |
sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc); |
487 |
if(op->stats.dam) |
488 |
sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam); |
489 |
if(op->stats.ac) |
490 |
sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac); |
491 |
|
492 |
strcat(buf,describe_resistance(op, 0)); |
493 |
|
494 |
if (op->stats.food != 0) |
495 |
sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food); |
496 |
/* else if (op->stats.food < 0) |
497 |
sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */ |
498 |
if(op->stats.grace) |
499 |
sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace); |
500 |
if(op->stats.sp && op->type!=SKILL) |
501 |
sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp); |
502 |
if(op->stats.hp) |
503 |
sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp); |
504 |
if(op->stats.luck) |
505 |
sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck); |
506 |
if(QUERY_FLAG(op,FLAG_LIFESAVE)) |
507 |
strcat(buf,"(lifesaving)"); |
508 |
if(QUERY_FLAG(op,FLAG_REFL_SPELL)) |
509 |
strcat(buf,"(reflect spells)"); |
510 |
if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) |
511 |
strcat(buf,"(reflect missiles)"); |
512 |
if(QUERY_FLAG(op,FLAG_STEALTH)) |
513 |
strcat(buf,"(stealth)"); |
514 |
/* Shorten some of the names, so they appear better in the windows */ |
515 |
len=strlen(buf); |
516 |
DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); |
517 |
DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); |
518 |
DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); |
519 |
|
520 |
/* if(op->item_power) |
521 |
sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power); |
522 |
*/ |
523 |
if(buf[0] == 0 && op->type!=SKILL) |
524 |
strcpy(buf,"of adornment"); |
525 |
|
526 |
|
527 |
return buf; |
528 |
} |
529 |
|
530 |
/* |
531 |
* query_short_name(object) is similar to query_name, but doesn't |
532 |
* contain any information about object status (worn/cursed/etc.) |
533 |
*/ |
534 |
const char *query_short_name(const object *op) |
535 |
{ |
536 |
static char buf[HUGE_BUF]; |
537 |
char buf2[HUGE_BUF]; |
538 |
int len=0; |
539 |
|
540 |
if(op->name == NULL) |
541 |
return "(null)"; |
542 |
if(!op->nrof && !op->weight && !op->title && !is_magical(op)) |
543 |
return op->name; /* To speed things up (or make things slower?) */ |
544 |
|
545 |
if (op->nrof <= 1) |
546 |
safe_strcat(buf,op->name, &len, HUGE_BUF); |
547 |
else |
548 |
safe_strcat(buf,op->name_pl, &len, HUGE_BUF); |
549 |
|
550 |
if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { |
551 |
safe_strcat(buf, " ", &len, HUGE_BUF); |
552 |
safe_strcat(buf, op->title, &len, HUGE_BUF); |
553 |
} |
554 |
|
555 |
switch(op->type) { |
556 |
case SPELLBOOK: |
557 |
case SCROLL: |
558 |
case WAND: |
559 |
case ROD: |
560 |
if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { |
561 |
if(!op->title) { |
562 |
safe_strcat(buf," of ", &len, HUGE_BUF); |
563 |
if (op->inv) |
564 |
safe_strcat(buf,op->inv->name, &len, HUGE_BUF); |
565 |
else |
566 |
LOG(llevError,"Spellbook %s lacks inventory\n", op->name); |
567 |
} |
568 |
if(op->type != SPELLBOOK) { |
569 |
sprintf(buf2, " (lvl %d)", op->level); |
570 |
safe_strcat(buf, buf2, &len, HUGE_BUF); |
571 |
} |
572 |
} |
573 |
break; |
574 |
|
575 |
case SKILL: |
576 |
case AMULET: |
577 |
case RING: |
578 |
if (!op->title) { |
579 |
/* If ring has a title, full description isn't so useful */ |
580 |
char *s = ring_desc(op); |
581 |
if (s[0]) { |
582 |
safe_strcat (buf, " ", &len, HUGE_BUF); |
583 |
safe_strcat(buf, s, &len, HUGE_BUF); |
584 |
} |
585 |
} |
586 |
break; |
587 |
default: |
588 |
if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && |
589 |
need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { |
590 |
sprintf(buf2, " %+d", op->magic); |
591 |
safe_strcat(buf, buf2, &len, HUGE_BUF); |
592 |
} |
593 |
} |
594 |
return buf; |
595 |
} |
596 |
|
597 |
/* |
598 |
* query_name(object) returns a character pointer pointing to a static |
599 |
* buffer which contains a verbose textual representation of the name |
600 |
* of the given object. |
601 |
* cf 0.92.6: Put in 5 buffers that it will cycle through. In this way, |
602 |
* you can make several calls to query_name before the bufs start getting |
603 |
* overwritten. This may be a bad thing (it may be easier to assume the value |
604 |
* returned is good forever.) However, it makes printing statements that |
605 |
* use several names much easier (don't need to store them to temp variables.) |
606 |
* |
607 |
*/ |
608 |
char *query_name(const object *op) { |
609 |
static char buf[5][HUGE_BUF]; |
610 |
static int use_buf=0; |
611 |
int len=0; |
612 |
#ifdef NEW_MATERIAL_CODE |
613 |
materialtype_t *mt; |
614 |
#endif |
615 |
|
616 |
use_buf++; |
617 |
use_buf %=5; |
618 |
|
619 |
#ifdef NEW_MATERIAL_CODE |
620 |
if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) { |
621 |
mt = name_to_material(op->materialname); |
622 |
if (mt) { |
623 |
safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF); |
624 |
safe_strcat(buf[use_buf], " ", &len, HUGE_BUF); |
625 |
} |
626 |
} |
627 |
#endif |
628 |
|
629 |
safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF); |
630 |
|
631 |
if (QUERY_FLAG(op,FLAG_INV_LOCKED)) |
632 |
safe_strcat(buf[use_buf], " *", &len, HUGE_BUF); |
633 |
if (op->type == CONTAINER && ((op->env && op->env->container == op) || |
634 |
(!op->env && QUERY_FLAG(op,FLAG_APPLIED)))) |
635 |
safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF); |
636 |
|
637 |
if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) { |
638 |
if(QUERY_FLAG(op,FLAG_DAMNED)) |
639 |
safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF); |
640 |
else if(QUERY_FLAG(op,FLAG_CURSED)) |
641 |
safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF); |
642 |
} |
643 |
/* Basically, if the object is known magical (detect magic spell on it), |
644 |
* and it isn't identified, print out the fact that |
645 |
* it is magical. Assume that the detect magical spell will only set |
646 |
* KNOWN_MAGICAL if the item actually is magical. |
647 |
* |
648 |
* Changed in V 0.91.4 - still print that the object is magical even |
649 |
* if it has been applied. Equipping an item does not tell full |
650 |
* abilities, especially for artifact items. |
651 |
*/ |
652 |
if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED)) |
653 |
safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF); |
654 |
|
655 |
#if 0 |
656 |
/* item_power will be returned in desribe_item - it shouldn't really |
657 |
* be returned in the name. |
658 |
*/ |
659 |
if(op->item_power) |
660 |
sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)", |
661 |
op->item_power); |
662 |
|
663 |
#endif |
664 |
|
665 |
if (QUERY_FLAG(op,FLAG_APPLIED)) { |
666 |
switch(op->type) { |
667 |
case BOW: |
668 |
case WAND: |
669 |
case ROD: |
670 |
case HORN: |
671 |
safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF); |
672 |
break; |
673 |
case WEAPON: |
674 |
safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF); |
675 |
break; |
676 |
case ARMOUR: |
677 |
case HELMET: |
678 |
case SHIELD: |
679 |
case RING: |
680 |
case BOOTS: |
681 |
case GLOVES: |
682 |
case AMULET: |
683 |
case GIRDLE: |
684 |
case BRACERS: |
685 |
case CLOAK: |
686 |
safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF); |
687 |
break; |
688 |
case CONTAINER: |
689 |
safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF); |
690 |
break; |
691 |
case SKILL: |
692 |
default: |
693 |
safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF); |
694 |
} |
695 |
} |
696 |
if(QUERY_FLAG(op, FLAG_UNPAID)) |
697 |
safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF); |
698 |
|
699 |
return buf[use_buf]; |
700 |
} |
701 |
|
702 |
/* |
703 |
* query_base_name(object) returns a character pointer pointing to a static |
704 |
* buffer which contains a verbose textual representation of the name |
705 |
* of the given object. The buffer will be overwritten at the next |
706 |
* call to query_base_name(). This is a lot like query_name, but we |
707 |
* don't include the item count or item status. Used for inventory sorting |
708 |
* and sending to client. |
709 |
* If plural is set, we generate the plural name of this. |
710 |
*/ |
711 |
const char *query_base_name(const object *op, int plural) { |
712 |
static char buf[MAX_BUF], buf2[MAX_BUF]; |
713 |
int len; |
714 |
materialtype_t *mt; |
715 |
|
716 |
if((!plural && !op->name) || (plural && !op->name_pl)) |
717 |
return "(null)"; |
718 |
|
719 |
if(!op->nrof && !op->weight && !op->title && !is_magical(op)) |
720 |
return op->name; /* To speed things up (or make things slower?) */ |
721 |
|
722 |
if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) |
723 |
mt = name_to_material(op->materialname); |
724 |
|
725 |
#ifdef NEW_MATERIAL_CODE |
726 |
if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt && |
727 |
op->arch->clone.materialname != mt->name && |
728 |
!(op->material & M_SPECIAL)) { |
729 |
strcpy(buf, mt->description); |
730 |
len=strlen(buf); |
731 |
safe_strcat(buf, " ", &len, MAX_BUF); |
732 |
if (!plural) |
733 |
safe_strcat(buf, op->name, &len, MAX_BUF); |
734 |
else |
735 |
safe_strcat(buf, op->name_pl, &len, MAX_BUF); |
736 |
} else { |
737 |
#endif |
738 |
if (!plural) |
739 |
strcpy(buf, op->name); |
740 |
else |
741 |
strcpy(buf, op->name_pl); |
742 |
len=strlen(buf); |
743 |
#ifdef NEW_MATERIAL_CODE |
744 |
} |
745 |
#endif |
746 |
|
747 |
if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) { |
748 |
safe_strcat(buf, " ", &len, MAX_BUF); |
749 |
safe_strcat(buf, op->title, &len, MAX_BUF); |
750 |
} |
751 |
|
752 |
switch(op->type) { |
753 |
case SPELLBOOK: |
754 |
case SCROLL: |
755 |
case WAND: |
756 |
case ROD: |
757 |
if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { |
758 |
if(!op->title) { |
759 |
safe_strcat(buf," of ", &len, MAX_BUF); |
760 |
if (op->inv) |
761 |
safe_strcat(buf,op->inv->name, &len, MAX_BUF); |
762 |
else |
763 |
LOG(llevError,"Spellbook %s lacks inventory\n", op->name); |
764 |
} |
765 |
if(op->type != SPELLBOOK) { |
766 |
sprintf(buf2, " (lvl %d)", op->level); |
767 |
safe_strcat(buf, buf2, &len, MAX_BUF); |
768 |
} |
769 |
} |
770 |
break; |
771 |
|
772 |
|
773 |
case SKILL: |
774 |
case AMULET: |
775 |
case RING: |
776 |
if (!op->title) { |
777 |
/* If ring has a title, full description isn't so useful */ |
778 |
char *s = ring_desc(op); |
779 |
if (s[0]) { |
780 |
safe_strcat (buf, " ", &len, MAX_BUF); |
781 |
safe_strcat (buf, s, &len, MAX_BUF); |
782 |
} |
783 |
} |
784 |
break; |
785 |
default: |
786 |
if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) && |
787 |
need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) { |
788 |
sprintf(buf + strlen(buf), " %+d", op->magic); |
789 |
} |
790 |
} |
791 |
return buf; |
792 |
} |
793 |
|
794 |
/* Break this off from describe_item - that function was way |
795 |
* too long, making it difficult to read. This function deals |
796 |
* with describing the monsters & players abilities. It should only |
797 |
* be called with monster & player objects. Returns a description |
798 |
* in a static buffer. |
799 |
*/ |
800 |
|
801 |
static char *describe_monster(const object *op) { |
802 |
char buf[MAX_BUF]; |
803 |
static char retbuf[VERY_BIG_BUF]; |
804 |
int i; |
805 |
|
806 |
retbuf[0]='\0'; |
807 |
|
808 |
/* Note that the resolution this provides for players really isn't |
809 |
* very good. Any player with a speed greater than .67 will |
810 |
* fall into the 'lightning fast movement' category. |
811 |
*/ |
812 |
if(FABS(op->speed)>MIN_ACTIVE_SPEED) { |
813 |
switch((int)((FABS(op->speed))*15)) { |
814 |
case 0: |
815 |
strcat(retbuf,"(very slow movement)"); |
816 |
break; |
817 |
case 1: |
818 |
strcat(retbuf,"(slow movement)"); |
819 |
break; |
820 |
case 2: |
821 |
strcat(retbuf,"(normal movement)"); |
822 |
break; |
823 |
case 3: |
824 |
case 4: |
825 |
strcat(retbuf,"(fast movement)"); |
826 |
break; |
827 |
case 5: |
828 |
case 6: |
829 |
strcat(retbuf,"(very fast movement)"); |
830 |
break; |
831 |
case 7: |
832 |
case 8: |
833 |
case 9: |
834 |
case 10: |
835 |
strcat(retbuf,"(extremely fast movement)"); |
836 |
break; |
837 |
default: |
838 |
strcat(retbuf,"(lightning fast movement)"); |
839 |
break; |
840 |
} |
841 |
} |
842 |
if(QUERY_FLAG(op,FLAG_UNDEAD)) |
843 |
strcat(retbuf,"(undead)"); |
844 |
if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE)) |
845 |
strcat(retbuf,"(see invisible)"); |
846 |
if(QUERY_FLAG(op,FLAG_USE_WEAPON)) |
847 |
strcat(retbuf,"(wield weapon)"); |
848 |
if(QUERY_FLAG(op,FLAG_USE_BOW)) |
849 |
strcat(retbuf,"(archer)"); |
850 |
if(QUERY_FLAG(op,FLAG_USE_ARMOUR)) |
851 |
strcat(retbuf,"(wear armour)"); |
852 |
if(QUERY_FLAG(op,FLAG_USE_RING)) |
853 |
strcat(retbuf,"(wear ring)"); |
854 |
if(QUERY_FLAG(op,FLAG_USE_SCROLL)) |
855 |
strcat(retbuf,"(read scroll)"); |
856 |
if(QUERY_FLAG(op,FLAG_USE_RANGE)) |
857 |
strcat(retbuf,"(fires wand/rod/horn)"); |
858 |
if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL)) |
859 |
strcat(retbuf,"(skill user)"); |
860 |
if(QUERY_FLAG(op,FLAG_CAST_SPELL)) |
861 |
strcat(retbuf,"(spellcaster)"); |
862 |
if(QUERY_FLAG(op,FLAG_FRIENDLY)) |
863 |
strcat(retbuf,"(friendly)"); |
864 |
if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE)) |
865 |
strcat(retbuf,"(unaggressive)"); |
866 |
if(QUERY_FLAG(op,FLAG_HITBACK)) |
867 |
strcat(retbuf,"(hitback)"); |
868 |
if(QUERY_FLAG(op,FLAG_STEALTH)) |
869 |
strcat(retbuf,"(stealthy)"); |
870 |
if(op->randomitems != NULL) { |
871 |
treasure *t; |
872 |
int first = 1; |
873 |
for(t=op->randomitems->items; t != NULL; t=t->next) |
874 |
if(t->item && (t->item->clone.type == SPELL)) { |
875 |
if(first) { |
876 |
first = 0; |
877 |
strcat(retbuf,"(Spell abilities:)"); |
878 |
} |
879 |
strcat(retbuf,"("); |
880 |
strcat(retbuf,t->item->clone.name); |
881 |
strcat(retbuf,")"); |
882 |
} |
883 |
} |
884 |
if (op->type == PLAYER) { |
885 |
if(op->contr->digestion) { |
886 |
if(op->contr->digestion!=0) |
887 |
sprintf(buf,"(sustenance%+d)",op->contr->digestion); |
888 |
strcat(retbuf,buf); |
889 |
} |
890 |
if(op->contr->gen_grace) { |
891 |
sprintf(buf,"(grace%+d)",op->contr->gen_grace); |
892 |
strcat(retbuf,buf); |
893 |
} |
894 |
if(op->contr->gen_sp) { |
895 |
sprintf(buf,"(magic%+d)",op->contr->gen_sp); |
896 |
strcat(retbuf,buf); |
897 |
} |
898 |
if(op->contr->gen_hp) { |
899 |
sprintf(buf,"(regeneration%+d)",op->contr->gen_hp); |
900 |
strcat(retbuf,buf); |
901 |
} |
902 |
if(op->stats.luck) { |
903 |
sprintf(buf,"(luck%+d)",op->stats.luck); |
904 |
strcat(retbuf,buf); |
905 |
} |
906 |
} |
907 |
|
908 |
/* describe attacktypes */ |
909 |
if (is_dragon_pl(op)) { |
910 |
/* for dragon players display the attacktypes from clawing skill |
911 |
* Break apart the for loop - move the comparison checking down - |
912 |
* this makes it more readable. |
913 |
*/ |
914 |
object *tmp; |
915 |
|
916 |
for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) |
917 |
if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; |
918 |
|
919 |
if (tmp && tmp->attacktype!=0) { |
920 |
DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws"); |
921 |
} |
922 |
else { |
923 |
DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); |
924 |
} |
925 |
} else { |
926 |
DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); |
927 |
} |
928 |
DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); |
929 |
DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); |
930 |
DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); |
931 |
for (i=0; i < NROFATTACKS; i++) { |
932 |
if (op->resist[i]) { |
933 |
sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]); |
934 |
strcat(retbuf, buf); |
935 |
} |
936 |
} |
937 |
return retbuf; |
938 |
} |
939 |
|
940 |
|
941 |
/* |
942 |
* Returns a pointer to a static buffer which contains a |
943 |
* description of the given object. |
944 |
* If it is a monster, lots of information about its abilities |
945 |
* will be returned. |
946 |
* If it is an item, lots of information about which abilities |
947 |
* will be gained about its user will be returned. |
948 |
* If it is a player, it writes out the current abilities |
949 |
* of the player, which is usually gained by the items applied. |
950 |
* It would be really handy to actually pass another object |
951 |
* pointer on who is examining this object. Then, you could reveal |
952 |
* certain information depending on what the examiner knows, eg, |
953 |
* wouldn't need to use the SEE_INVISIBLE flag to know it is |
954 |
* a dragon player examining food. Could have things like |
955 |
* a dwarven axe, in which the full abilities are only known to |
956 |
* dwarves, etc. |
957 |
* |
958 |
* This function is really much more complicated than it should |
959 |
* be, because different objects have different meanings |
960 |
* for the same field (eg, wands use 'food' for charges). This |
961 |
* means these special cases need to be worked out. |
962 |
* |
963 |
* Add 'owner' who is the person examining this object. |
964 |
* owner can be null if no one is being associated with this |
965 |
* item (eg, debug dump or the like) |
966 |
*/ |
967 |
|
968 |
char *describe_item(const object *op, object *owner) { |
969 |
char buf[MAX_BUF]; |
970 |
static char retbuf[VERY_BIG_BUF]; |
971 |
int identified,i; |
972 |
|
973 |
retbuf[0]='\0'; |
974 |
if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) { |
975 |
return describe_monster(op); |
976 |
} |
977 |
/* figure this out once, instead of making multiple calls to need_identify. |
978 |
* also makes the code easier to read. |
979 |
*/ |
980 |
if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; |
981 |
else { |
982 |
strcpy(retbuf,"(unidentified)"); |
983 |
identified = 0; |
984 |
} |
985 |
switch(op->type) { |
986 |
case BOW: |
987 |
case ARROW: |
988 |
case WAND: |
989 |
case ROD: |
990 |
case HORN: |
991 |
case WEAPON: |
992 |
case ARMOUR: |
993 |
case HELMET: |
994 |
case SHIELD: |
995 |
case BOOTS: |
996 |
case GLOVES: |
997 |
case GIRDLE: |
998 |
case BRACERS: |
999 |
case CLOAK: |
1000 |
case SKILL_TOOL: |
1001 |
break; /* We have more information to do below this switch */ |
1002 |
|
1003 |
case POWER_CRYSTAL: |
1004 |
if (op->stats.maxsp>1000){ /*higher capacity crystals*/ |
1005 |
i = (op->stats.maxsp%100)/10; |
1006 |
if (i) |
1007 |
snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i); |
1008 |
else |
1009 |
snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100); |
1010 |
}else |
1011 |
snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp); |
1012 |
strcat(retbuf,buf); |
1013 |
i = (op->stats.sp*10)/op->stats.maxsp; |
1014 |
if (op->stats.sp==0) |
1015 |
strcat(retbuf,"empty."); |
1016 |
else if (i==0) |
1017 |
strcat(retbuf,"almost empty."); |
1018 |
else if (i<3) |
1019 |
strcat(retbuf,"partially filled."); |
1020 |
else if (i<6) |
1021 |
strcat(retbuf,"half full."); |
1022 |
else if (i<9) |
1023 |
strcat(retbuf,"well charged."); |
1024 |
else if (op->stats.sp == op->stats.maxsp) |
1025 |
strcat(retbuf,"fully charged."); |
1026 |
else |
1027 |
strcat(retbuf,"almost full."); |
1028 |
break; |
1029 |
case FOOD: |
1030 |
case FLESH: |
1031 |
case DRINK: |
1032 |
if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { |
1033 |
sprintf(buf,"(food+%d)", op->stats.food); |
1034 |
strcat(retbuf, buf); |
1035 |
|
1036 |
if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) { |
1037 |
sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); |
1038 |
strcat(retbuf, buf); |
1039 |
} |
1040 |
|
1041 |
if (!QUERY_FLAG(op,FLAG_CURSED)) { |
1042 |
if (op->stats.hp) |
1043 |
strcat(retbuf,"(heals)"); |
1044 |
if (op->stats.sp) |
1045 |
strcat(retbuf,"(spellpoint regen)"); |
1046 |
} |
1047 |
else { |
1048 |
if (op->stats.hp) |
1049 |
strcat(retbuf,"(damages)"); |
1050 |
if (op->stats.sp) |
1051 |
strcat(retbuf,"(spellpoint depletion)"); |
1052 |
} |
1053 |
} |
1054 |
break; |
1055 |
|
1056 |
|
1057 |
case SKILL: |
1058 |
case RING: |
1059 |
case AMULET: |
1060 |
if(op->item_power) { |
1061 |
sprintf(buf,"(item_power %+d)",op->item_power); |
1062 |
strcat(retbuf,buf); |
1063 |
} |
1064 |
if (op->title) |
1065 |
strcat (retbuf, ring_desc(op)); |
1066 |
return retbuf; |
1067 |
|
1068 |
default: |
1069 |
return retbuf; |
1070 |
} |
1071 |
|
1072 |
/* Down here, we more further describe equipment type items. |
1073 |
* only describe them if they have been identified or the like. |
1074 |
*/ |
1075 |
if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) { |
1076 |
int attr,val; |
1077 |
|
1078 |
for (attr=0; attr<NUM_STATS; attr++) { |
1079 |
if ((val=get_attr_value(&(op->stats),attr))!=0) { |
1080 |
sprintf(buf, "(%s%+d)", short_stat_name[attr], val); |
1081 |
strcat(retbuf,buf); |
1082 |
} |
1083 |
} |
1084 |
|
1085 |
if(op->stats.exp) { |
1086 |
sprintf(buf,"(speed %+lld)",op->stats.exp); |
1087 |
strcat(retbuf,buf); |
1088 |
} |
1089 |
|
1090 |
|
1091 |
switch(op->type) { |
1092 |
case BOW: |
1093 |
case ARROW: |
1094 |
case GIRDLE: |
1095 |
case HELMET: |
1096 |
case SHIELD: |
1097 |
case BOOTS: |
1098 |
case GLOVES: |
1099 |
case WEAPON: |
1100 |
case SKILL: |
1101 |
case RING: |
1102 |
case AMULET: |
1103 |
case ARMOUR: |
1104 |
case BRACERS: |
1105 |
case FORCE: |
1106 |
case CLOAK: |
1107 |
if(op->stats.wc) { |
1108 |
sprintf(buf,"(wc%+d)",op->stats.wc); |
1109 |
strcat(retbuf,buf); |
1110 |
} |
1111 |
if(op->stats.dam) { |
1112 |
sprintf(buf,"(dam%+d)",op->stats.dam); |
1113 |
strcat(retbuf,buf); |
1114 |
} |
1115 |
if(op->stats.ac) { |
1116 |
sprintf(buf,"(ac%+d)",op->stats.ac); |
1117 |
strcat(retbuf,buf); |
1118 |
} |
1119 |
if ((op->type==WEAPON || op->type == BOW) && op->level>0) { |
1120 |
sprintf(buf,"(improved %d/%d)",op->last_eat,op->level); |
1121 |
strcat(retbuf,buf); |
1122 |
} |
1123 |
break; |
1124 |
|
1125 |
default: |
1126 |
break; |
1127 |
} |
1128 |
if(QUERY_FLAG(op,FLAG_XRAYS)) |
1129 |
strcat(retbuf,"(xray-vision)"); |
1130 |
if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) |
1131 |
strcat(retbuf,"(infravision)"); |
1132 |
|
1133 |
/* levitate was what is was before, so we'll keep it */ |
1134 |
if (op->move_type & MOVE_FLY_LOW) |
1135 |
strcat(retbuf,"(levitate)"); |
1136 |
|
1137 |
if (op->move_type & MOVE_FLY_HIGH) |
1138 |
strcat(retbuf,"(fly)"); |
1139 |
|
1140 |
if (op->move_type & MOVE_SWIM) |
1141 |
strcat(retbuf,"(swim)"); |
1142 |
|
1143 |
/* walking is presumed as 'normal', so doesn't need mentioning */ |
1144 |
|
1145 |
if(op->item_power) { |
1146 |
sprintf(buf,"(item_power %+d)",op->item_power); |
1147 |
strcat(retbuf,buf); |
1148 |
} |
1149 |
} /* End if identified or applied */ |
1150 |
|
1151 |
/* This blocks only deals with fully identified object. |
1152 |
* it is intentional that this is not an 'else' from a above - |
1153 |
* in this way, information is added. |
1154 |
*/ |
1155 |
if(identified) { |
1156 |
int more_info = 0; |
1157 |
|
1158 |
switch(op->type) { |
1159 |
case ROD: /* These use stats.sp for spell selection and stats.food */ |
1160 |
case HORN: /* and stats.hp for spell-point regeneration... */ |
1161 |
case BOW: |
1162 |
case ARROW: |
1163 |
case WAND: |
1164 |
case FOOD: |
1165 |
case FLESH: |
1166 |
case DRINK: |
1167 |
more_info = 0; |
1168 |
break; |
1169 |
|
1170 |
/* Armor type objects */ |
1171 |
case ARMOUR: |
1172 |
case HELMET: |
1173 |
case SHIELD: |
1174 |
case BOOTS: |
1175 |
case GLOVES: |
1176 |
case GIRDLE: |
1177 |
case BRACERS: |
1178 |
case CLOAK: |
1179 |
if (ARMOUR_SPEED(op)) { |
1180 |
sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0); |
1181 |
strcat(retbuf, buf); |
1182 |
} |
1183 |
if (ARMOUR_SPELLS(op)) { |
1184 |
sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op)); |
1185 |
strcat(retbuf, buf); |
1186 |
} |
1187 |
more_info=1; |
1188 |
break; |
1189 |
|
1190 |
case WEAPON: |
1191 |
/* Calculate it the same way fix_player does so the results |
1192 |
* make sense. |
1193 |
*/ |
1194 |
i = (WEAPON_SPEED(op)*2-op->magic)/2; |
1195 |
if (i<0) i=0; |
1196 |
|
1197 |
sprintf(buf,"(weapon speed %d)", i); |
1198 |
strcat(retbuf, buf); |
1199 |
more_info=1; |
1200 |
break; |
1201 |
|
1202 |
} |
1203 |
if (more_info) { |
1204 |
if(op->stats.food) { |
1205 |
if(op->stats.food!=0) |
1206 |
sprintf(buf,"(sustenance%+d)",op->stats.food); |
1207 |
strcat(retbuf,buf); |
1208 |
} |
1209 |
if(op->stats.grace) { |
1210 |
sprintf(buf,"(grace%+d)",op->stats.grace); |
1211 |
strcat(retbuf,buf); |
1212 |
} |
1213 |
if(op->stats.sp) { |
1214 |
sprintf(buf,"(magic%+d)",op->stats.sp); |
1215 |
strcat(retbuf,buf); |
1216 |
} |
1217 |
if(op->stats.hp) { |
1218 |
sprintf(buf,"(regeneration%+d)",op->stats.hp); |
1219 |
strcat(retbuf,buf); |
1220 |
} |
1221 |
} |
1222 |
|
1223 |
if(op->stats.luck) { |
1224 |
sprintf(buf,"(luck%+d)",op->stats.luck); |
1225 |
strcat(retbuf,buf); |
1226 |
} |
1227 |
if(QUERY_FLAG(op,FLAG_LIFESAVE)) |
1228 |
strcat(retbuf,"(lifesaving)"); |
1229 |
if(QUERY_FLAG(op,FLAG_REFL_SPELL)) |
1230 |
strcat(retbuf,"(reflect spells)"); |
1231 |
if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) |
1232 |
strcat(retbuf,"(reflect missiles)"); |
1233 |
if(QUERY_FLAG(op,FLAG_STEALTH)) |
1234 |
strcat(retbuf,"(stealth)"); |
1235 |
if(op->slaying!=NULL && op->type != FOOD) { |
1236 |
sprintf(buf,"(slay %s)",op->slaying); |
1237 |
strcat(retbuf,buf); |
1238 |
} |
1239 |
DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks"); |
1240 |
/* resistance on flesh is only visible for quetzals. If |
1241 |
* non flesh, everyone can see its resistances |
1242 |
*/ |
1243 |
if (op->type != FLESH || (owner && is_dragon_pl(owner))) |
1244 |
strcat(retbuf,describe_resistance(op, 0)); |
1245 |
DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned"); |
1246 |
DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled"); |
1247 |
DESCRIBE_PATH(retbuf, op->path_denied, "Denied"); |
1248 |
} |
1249 |
|
1250 |
return retbuf; |
1251 |
} |
1252 |
|
1253 |
/* Return true if the item is magical. A magical item is one that |
1254 |
* increases/decreases any abilities, provides a resistance, |
1255 |
* has a generic magical bonus, or is an artifact. |
1256 |
* This function is used by detect_magic to determine if an item |
1257 |
* should be marked as magical. |
1258 |
*/ |
1259 |
|
1260 |
int is_magical(const object *op) { |
1261 |
int i; |
1262 |
|
1263 |
/* living creatures are considered non magical */ |
1264 |
if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; |
1265 |
|
1266 |
/* This is a test for it being an artifact, as artifacts have titles */ |
1267 |
if (op->title!=NULL) return 1; |
1268 |
|
1269 |
/* Handle rings and amulets specially. If they change any of these |
1270 |
* values, it means they are magical. |
1271 |
*/ |
1272 |
if ((op->type==AMULET || op->type==RING) && |
1273 |
(op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || |
1274 |
op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) |
1275 |
return 1; |
1276 |
|
1277 |
/* Check for stealty, speed, flying, or just plain magic in the boots */ |
1278 |
/* Presume any boots that hvae a move_type are special. */ |
1279 |
if (op->type== BOOTS && |
1280 |
((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp))) |
1281 |
return 1; |
1282 |
|
1283 |
/* Take care of amulet/shield that reflects spells/missiles */ |
1284 |
if ((op->type==AMULET || op->type==SHIELD) && |
1285 |
(QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE))) |
1286 |
return 1; |
1287 |
|
1288 |
/* Take care of helmet of xrays */ |
1289 |
if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1; |
1290 |
|
1291 |
/* Potions & rods are always magical. Wands/staves are also magical, |
1292 |
* assuming they still have any charges left. |
1293 |
*/ |
1294 |
if (op->type==POTION || op->type==ROD || |
1295 |
(op->type==WAND && op->stats.food)) |
1296 |
return 1; |
1297 |
|
1298 |
/* if something gives a protection, either positive or negative, its magical */ |
1299 |
/* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0, |
1300 |
* so this always works out fine. |
1301 |
*/ |
1302 |
for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++) |
1303 |
if (op->resist[i]) return 1; |
1304 |
|
1305 |
/* Physical protection is expected on some item types, so they should |
1306 |
* not be considered magical. |
1307 |
*/ |
1308 |
if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD && |
1309 |
op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1; |
1310 |
|
1311 |
/* power crystal, spellbooks, and scrolls are always magical. */ |
1312 |
if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK || |
1313 |
op->type==SCROLL || op->type==GIRDLE) |
1314 |
return 1; |
1315 |
|
1316 |
/* Check to see if it increases/decreases any stats */ |
1317 |
for (i=0; i<NUM_STATS; i++) |
1318 |
if (get_attr_value(&(op->stats),i)!=0) return 1; |
1319 |
|
1320 |
/* If it doesn't fall into any of the above categories, must |
1321 |
* be non magical. |
1322 |
*/ |
1323 |
return 0; |
1324 |
} |
1325 |
|
1326 |
/* need_identify returns true if the item should be identified. This |
1327 |
* function really should not exist - by default, any item not identified |
1328 |
* should need it. |
1329 |
*/ |
1330 |
|
1331 |
int need_identify(const object *op) { |
1332 |
switch(op->type) { |
1333 |
case RING: |
1334 |
case WAND: |
1335 |
case ROD: |
1336 |
case HORN: |
1337 |
case SCROLL: |
1338 |
case SKILL: |
1339 |
case SKILLSCROLL: |
1340 |
case SPELLBOOK: |
1341 |
case FOOD: |
1342 |
case POTION: |
1343 |
case BOW: |
1344 |
case ARROW: |
1345 |
case WEAPON: |
1346 |
case ARMOUR: |
1347 |
case SHIELD: |
1348 |
case HELMET: |
1349 |
case AMULET: |
1350 |
case BOOTS: |
1351 |
case GLOVES: |
1352 |
case BRACERS: |
1353 |
case GIRDLE: |
1354 |
case CONTAINER: |
1355 |
case DRINK: |
1356 |
case FLESH: |
1357 |
case INORGANIC: |
1358 |
case CLOSE_CON: |
1359 |
case CLOAK: |
1360 |
case GEM: |
1361 |
case POWER_CRYSTAL: |
1362 |
case POISON: |
1363 |
case BOOK: |
1364 |
case SKILL_TOOL: |
1365 |
return 1; |
1366 |
} |
1367 |
/* Try to track down some stuff that may show up here. Thus, the |
1368 |
* archetype file can be updated, and this function removed. |
1369 |
*/ |
1370 |
#if 0 |
1371 |
LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name); |
1372 |
#endif |
1373 |
return 0; |
1374 |
} |
1375 |
|
1376 |
|
1377 |
/* |
1378 |
* Supposed to fix face-values as well here, but later. |
1379 |
*/ |
1380 |
|
1381 |
void identify(object *op) { |
1382 |
object *pl; |
1383 |
|
1384 |
SET_FLAG(op,FLAG_IDENTIFIED); |
1385 |
CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); |
1386 |
CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); |
1387 |
|
1388 |
/* |
1389 |
* We want autojoining of equal objects: |
1390 |
*/ |
1391 |
if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED)) |
1392 |
SET_FLAG(op,FLAG_KNOWN_CURSED); |
1393 |
|
1394 |
if (op->type == POTION) { |
1395 |
if (op->inv && op->randomitems) { |
1396 |
if (op->title) free_string(op->title); |
1397 |
op->title = add_refcount(op->inv->name); |
1398 |
} else if (op->arch) { |
1399 |
free_string(op->name); |
1400 |
op->name = add_refcount(op->arch->clone.name); |
1401 |
free_string(op->name_pl); |
1402 |
op->name_pl = add_refcount(op->arch->clone.name_pl); |
1403 |
} |
1404 |
} |
1405 |
|
1406 |
/* If the object is on a map, make sure we update its face */ |
1407 |
if (op->map) |
1408 |
update_object(op,UP_OBJ_FACE); |
1409 |
else { |
1410 |
pl = is_player_inv(op->env); |
1411 |
if (pl) |
1412 |
/* A lot of the values can change from an update - might as well send |
1413 |
* it all. |
1414 |
*/ |
1415 |
esrv_send_item(pl, op); |
1416 |
} |
1417 |
} |