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/cvs/deliantra/server/common/item.C
Revision: 1.12
Committed: Wed Dec 20 12:13:48 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.11: +1 -2 lines
Log Message:
removed TRAP_PART, renamed WALL to BUILDABLE_WALL to reflect the usage
of this type these days and fixed generic destroyer not to remove
players and other objects that can crash the server (hopefully).

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