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Revision: 1.14
Committed: Wed Dec 20 14:11:42 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.13: +0 -2 lines
Log Message:
removed dead types: FIREHOLES and POISONCLOUD.

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