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Revision: 1.10
Committed: Wed Dec 20 10:31:00 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.9: +0 -1 lines
Log Message:
removed EXPERIENCE type.

File Contents

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