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Revision: 1.13
Committed: Wed Dec 20 13:07:12 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.12: +0 -3 lines
Log Message:
removed LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR types.

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