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/cvs/deliantra/server/common/item.C
Revision: 1.16
Committed: Sat Dec 30 21:07:46 2006 UTC (17 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -1 lines
Log Message:
fixed the problem where objects with speed=0 were on the active object list.
extended debug_desc a bit. implemented object::has_active_speed ().

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