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Revision: 1.2
Committed: Tue Aug 29 08:01:35 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +589 -589 lines
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# Content
1 /*
2 * static char *rcsid_item_c =
3 * "$Id: item.C,v 1.1 2006-08-13 17:16:00 elmex Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <funcpoint.h>
31 #include <living.h>
32 #include <spells.h>
33
34 /* the ordering of this is actually doesn't make a difference
35 * However, for ease of use, new entries should go at the end
36 * so those people that debug the code that get used to something
37 * being in the location 4 don't get confused.
38 *
39 * The ordering in save_name, use_name, nonuse_name.
40 * save_name is the name used to load/save it from files. It should
41 * match that of the doc/Developers/objects. The only
42 * real limitation is that it shouldn't have spaces or other characters
43 * that may mess up the match code. It must also start with body_
44 * use_name is how we describe the location if we can use it.
45 * nonuse_name is how we describe it if we can't use it. I think
46 * the values below will make it pretty clear how those work out
47 * They are basically there to make life a little easier - if a character
48 * examines an item and it says it goes on 'your arm', its pretty clear
49 * they can use it. See the last sample (commented out) for a dragon
50 * Note that using the term 'human' may not be very accurate, humanoid
51 * may be better.
52 * Basically, for the use/nonuse, the code does something like:
53 * "This item goes %s\n", with the use/nonuse values filling in the %s
54 */
55 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56 {"body_range", "in your range slot", "in a human's range slot"},
57 {"body_arm", "on your arm", "on a human's arm"},
58 {"body_torso", "on your body", "on a human's torso"},
59 {"body_head", "on your head", "on a human's head"},
60 {"body_neck", "around your neck", "around a humans neck"},
61 {"body_skill", "in your skill slot", "in a human's skill slot"},
62 {"body_finger", "on your finger", "on a human's finger"},
63 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64 {"body_foot", "on your feet", "on a human's feet"},
65 {"body_hand", "on your hands", "on a human's hands"},
66 {"body_wrist", "around your wrists", "around a human's wrist"},
67 {"body_waist", "around your waist", "around a human's waist"},
68
69 /*{"body_dragon_torso", "your body", "a dragon's body"} */
70 };
71
72 static char numbers[21][20] = {
73 "no","","two","three","four","five","six","seven","eight","nine","ten",
74 "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen",
75 "eighteen","nineteen","twenty"
76 };
77
78 static char numbers_10[10][20] = {
79 "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy",
80 "eighty","ninety"
81 };
82
83 static char levelnumbers[21][20] = {
84 "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87 "nineteen", "twentieth"
88 };
89
90 static char levelnumbers_10[11][20] = {
91 "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth",
92 "seventieth","eightieth","ninetieth"
93 };
94
95 /* The following is a large table of item types, the fields are:
96 * item number, item name, item name (plural), and two numbers that are the skills
97 * used to identify them. Anytime a new item type is added or removed, this list
98 * should be altered to reflect that. The defines for the numerical values are in
99 * define.h
100 */
101 static const typedata item_types[] = {
102 {PLAYER, "player", "players", 0, 0},
103 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104 {TREASURE, "treasure", "treasure", 0, 0},
105 {POTION, "potion", "potions", SK_ALCHEMY, 0},
106 {FOOD, "food", "food", SK_WOODSMAN, 0},
107 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108 {BOOK, "book", "books", SK_LITERACY, 0},
109 {CLOCK, "clock", "clocks", 0, 0},
110 {LIGHTNING, "lightning", "lightning", 0, 0},
111 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112 {BOW, "bow", "bows", SK_BOWYER, 0},
113 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115 {PEDESTAL, "pedestal", "pedestals", 0, 0},
116 {ALTAR, "altar", "altars", 0, 0},
117 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119 {MAP, "map", "maps", 0, 0},
120 {DOOR, "door", "doors", 0, 0},
121 {KEY, "key", "keys", 0, 0},
122 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123 {TRIGGER, "trigger", "triggers", 0, 0},
124 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132 {MONEY, "money", "money", 0, 0},
133 {CLASS, "class", "classes", 0, 0},
134 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138 {CREATOR, "creator", "creators", 0, 0},
139 {SKILL, "skill", "skills", 0, 0},
140 {EXPERIENCE, "experience", "experience", 0, 0},
141 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142 {GOLEM, "golem", "golems", 0, 0},
143 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144 {BLINDNESS, "blindness", "blindness", 0, 0},
145 {GOD, "god", "gods", 0, 0},
146 {DETECTOR, "detector", "detectors", 0, 0},
147 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150 {MARKER, "marker", "markers", 0, 0},
151 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155 {GEM, "gem", "gems", SK_JEWELER, 0},
156 {FIREWALL, "firewall", "firewalls", 0, 0},
157 {ANVIL, "anvil", "anvils", 0, 0},
158 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160 {EXIT, "exit", "exits", 0, 0},
161 {ENCOUNTER, "encounter", "encounters", 0, 0},
162 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164 {RING, "ring", "rings", SK_JEWELER, 0},
165 {FLOOR, "floor", "floors", 0, 0},
166 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169 {LIGHTER, "lighter", "lighters", 0, 0},
170 {TRAP_PART, "trap part", "trap parts", 0, 0},
171 {WALL, "wall", "walls", 0, 0},
172 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
173 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174 {MONSTER, "monster", "monsters", 0, 0},
175 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176 {LAMP, "lamp", "lamps", 0, 0},
177 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178 {TOOL, "tool", "tools", 0, 0},
179 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180 {BUILDFAC, "building facility", "building facilities", 0, 0},
181 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182 {SPINNER, "spinner", "spinners", 0, 0},
183 {GATE, "gate", "gates", 0, 0},
184 {BUTTON, "button", "buttons", 0, 0},
185 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186 {HOLE, "hole", "holes", 0, 0},
187 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188 {SIGN, "sign", "signs", 0, 0},
189 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191 {SPELL, "spell", "spells", 0, 0},
192 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193 {CONVERTER, "converter", "converters", 0, 0},
194 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195 {POISONING, "poisoning", "poisonings", 0, 0},
196 {SAVEBED, "savebed", "savebeds", 0, 0},
197 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198 {FIREHOLES, "fireholes", "fireholes", 0, 0},
199 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201 {DIRECTOR, "director", "directors", 0, 0},
202 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203 {FORCE, "force", "forces", 0, 0},
204 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205 {CLOSE_CON, "closed container", "closed container", 0, 0},
206 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212 {MENU, "inventory list", "inventory lists", 0, 0},
213 {RUNE, "rune", "runes", 0, 0},
214 {TRAP, "trap", "traps", 0, 0},
215 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216 {CORPSE, "corpse", "corpses", 0, 0},
217 {DISEASE, "disease", "diseases", 0, 0},
218 {SYMPTOM, "symptom", "symptoms", 0, 0},
219 {BUILDER, "item builder", "item builders", 0, 0},
220 {MATERIAL, "building material", "building materials", 0, 0},
221 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222 };
223
224 const int item_types_size=sizeof(item_types)/sizeof(*item_types);
225
226 materialtype_t *materialt;
227
228 /*
229 materialtype material[NROFMATERIALS] = {
230 * P M F E C C A D W G P S P T F C D D C C G H B I *
231 * H A I L O O C R E H O L A U E A E E H O O O L N *
232 * Y G R E L N I A A O I O R R A N P A A U D L I T *
233 * S I E C D F D I P S S W A N R C L T O N Y N R *
234 * I C T U N O T O L E E H S T P D N *
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}},
239 {"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}},
240 {"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}},
241 {"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}},
242 {"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}},
243 {"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}},
244 {"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}},
245 {"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}},
246 {"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}},
247 {"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}}
248 };
249 */
250
251 /* This curve may be too steep. But the point is that there should
252 * be tough choices - there is no real point to this if everyone can
253 * wear whatever they want with no worries. Perhaps having the steep
254 * curve is good (maybe even steeper), but allowing players to
255 * have 2 * level instead. Ideally, top level characters should only be
256 * able to use 2-3 of the most powerful items.
257 * note that this table is only really used for program generated items -
258 * custom objects can use whatever they want.
259 */
260 static int enc_to_item_power[21] = {
261 0, 0, 1, 2, 3, 4, /* 5 */
262 5, 7, 9, 11, 13, /* 10 */
263 15, 18, 21, 24, 27, /* 15 */
264 30, 35, 40, 45, 50 /* 20 */
265 };
266
267 int get_power_from_ench(int ench)
268 {
269 if (ench < 0) ench = 0;
270 if (ench > 20) ench = 20;
271 return enc_to_item_power[ench];
272 }
273
274 /* This takes an object 'op' and figures out what its item_power
275 * rating should be. This should only really be used by the treasure
276 * generation code, and when loading legacy objects. It returns
277 * the item_power it calculates.
278 * If flag is 1, we return the number of enchantment, and not the
279 * the power. This is used in the treasure code.
280 */
281 int calc_item_power(const object *op, int flag)
282 {
283 int i, tmp, enc;
284
285 enc = 0;
286 for (i=0; i<NUM_STATS; i++)
287 enc += get_attr_value(&op->stats, i);
288
289 /* This protection logic is pretty flawed. 20% fire resistance
290 * is much more valuable than 20% confusion, or 20% slow, or
291 * several others. Start at 1 - ignore physical - all that normal
292 * armour shouldn't be counted against
293 */
294 tmp = 0;
295 for (i=1; i<NROFATTACKS; i++)
296 tmp += op->resist[i];
297
298 /* Add/substract 10 so that the rounding works out right */
299 if (tmp>0) enc += (tmp+10)/20;
300 else if (tmp<0) enc += (tmp - 10) / 20;
301
302 enc += op->magic;
303
304 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total.
306 */
307 if (op->type == WEAPON) {
308 for (i=1; i<NROFATTACKS; i++)
309 if (op->attacktype & (1 << i)) enc++;
310 if (op->slaying) enc += 2; /* What it slays is probably more relevent */
311 }
312 /* Items the player can equip */
313 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
314 (op->type == SHIELD) || (op->type == RING) ||
315 (op->type == BOOTS) || (op->type == GLOVES) ||
316 (op->type == AMULET ) || (op->type == GIRDLE) ||
317 (op->type == BRACERS ) || (op->type == CLOAK)) {
318 enc += op->stats.food; /* sustenance */
319 enc += op->stats.hp; /* hp regen */
320 enc += op->stats.sp; /* mana regen */
321 enc += op->stats.grace; /* grace regen */
322 enc += op->stats.exp; /* speed bonus */
323 }
324 enc += op->stats.luck;
325
326 /* Do spell paths now */
327 for (i=1; i<NRSPELLPATHS; i++) {
328 if (op->path_attuned& (1 << i)) enc++;
329 else if (op->path_denied & (1 << i)) enc-=2;
330 else if (op->path_repelled & (1 << i)) enc--;
331 }
332
333 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5;
334 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3;
335 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2;
336 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1;
337 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2;
338 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1;
339 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1;
340
341 return get_power_from_ench(enc);
342
343 }
344
345 /* returns the typedata that has a number equal to itemtype, if there
346 * isn't one, returns NULL */
347
348 const typedata *get_typedata(int itemtype) {
349 int i;
350 for (i=0;i<item_types_size;i++)
351 if (item_types[i].number==itemtype) return &item_types[i];
352 return NULL;
353 }
354
355 /* returns the typedata that has a name equal to itemtype, if there
356 * isn't one, return the plural name that matches, if there still isn't
357 * one return NULL */
358
359 const typedata *get_typedata_by_name(const char *name) {
360 int i;
361 for (i=0;i<item_types_size;i++)
362 if (!strcmp(item_types[i].name, name)) return &item_types[i];
363 for (i=0;i<item_types_size;i++)
364 if (!strcmp(item_types[i].name_pl, name)) {
365 LOG(llevInfo,
366 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n",
367 name, item_types[i].name);
368 return &item_types[i];
369 }
370 return NULL;
371 }
372 /* describe_resistance generates the visible naming for resistances.
373 * returns a static array of the description. This can return
374 * a big buffer.
375 * if newline is true, we don't put parens around the description
376 * but do put a newline at the end. Useful when dumping to files
377 */
378 char *describe_resistance(const object *op, int newline)
379 {
380 static char buf[VERY_BIG_BUF];
381 char buf1[VERY_BIG_BUF];
382 int tmpvar;
383
384 buf[0]=0;
385 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) {
386 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) {
387 if (!newline)
388 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
389 else
390 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
391
392 strcat(buf, buf1);
393 }
394 }
395 return buf;
396 }
397
398
399 /*
400 * query_weight(object) returns a character pointer to a static buffer
401 * containing the text-representation of the weight of the given object.
402 * The buffer will be overwritten by the next call to query_weight().
403 */
404
405 char *query_weight(const object *op) {
406 static char buf[10];
407 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying;
408
409 if(op->weight<0)
410 return " ";
411 if(i%1000)
412 sprintf(buf,"%6.1f",i/1000.0);
413 else
414 sprintf(buf,"%4d ",i/1000);
415 return buf;
416 }
417
418 /*
419 * Returns the pointer to a static buffer containing
420 * the number requested (of the form first, second, third...)
421 */
422
423 char *get_levelnumber(int i) {
424 static char buf[MAX_BUF];
425 if (i > 99) {
426 sprintf(buf, "%d.", i);
427 return buf;
428 }
429 if(i < 21)
430 return levelnumbers[i];
431 if(!(i%10))
432 return levelnumbers_10[i/10];
433 strcpy(buf, numbers_10[i/10]);
434 strcat(buf, levelnumbers[i%10]);
435 return buf;
436 }
437
438
439 /*
440 * get_number(integer) returns the text-representation of the given number
441 * in a static buffer. The buffer might be overwritten at the next
442 * call to get_number().
443 * It is currently only used by the query_name() function.
444 */
445
446 char *get_number(int i) {
447 if(i<=20)
448 return numbers[i];
449 else {
450 static char buf[MAX_BUF];
451 sprintf(buf,"%d",i);
452 return buf;
453 }
454 }
455
456 /*
457 * Returns pointer to static buffer containing ring's or amulet's
458 * abilities
459 * These are taken from old query_name(), but it would work better
460 * if describle_item() would be called to get this information and
461 * caller would handle FULL_RING_DESCRIPTION definition.
462 * Or make FULL_RING_DESCRIPTION standard part of a game and let
463 * client handle names.
464 */
465 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
466 * from stats.sp - b.t.
467 */
468 char *ring_desc (const object *op)
469 {
470 static char buf[VERY_BIG_BUF];
471 int attr, val,len;
472
473 buf[0] = 0;
474
475 if (! QUERY_FLAG(op, FLAG_IDENTIFIED))
476 return buf;
477
478 for (attr=0; attr<NUM_STATS; attr++) {
479 if ((val=get_attr_value(&(op->stats),attr))!=0) {
480 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
481 }
482 }
483 if(op->stats.exp)
484 sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
485 if(op->stats.wc)
486 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
487 if(op->stats.dam)
488 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
489 if(op->stats.ac)
490 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
491
492 strcat(buf,describe_resistance(op, 0));
493
494 if (op->stats.food != 0)
495 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
496 /* else if (op->stats.food < 0)
497 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
498 if(op->stats.grace)
499 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
500 if(op->stats.sp && op->type!=SKILL)
501 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
502 if(op->stats.hp)
503 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
504 if(op->stats.luck)
505 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
506 if(QUERY_FLAG(op,FLAG_LIFESAVE))
507 strcat(buf,"(lifesaving)");
508 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
509 strcat(buf,"(reflect spells)");
510 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
511 strcat(buf,"(reflect missiles)");
512 if(QUERY_FLAG(op,FLAG_STEALTH))
513 strcat(buf,"(stealth)");
514 /* Shorten some of the names, so they appear better in the windows */
515 len=strlen(buf);
516 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
517 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
518 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
519
520 /* if(op->item_power)
521 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
522 */
523 if(buf[0] == 0 && op->type!=SKILL)
524 strcpy(buf,"of adornment");
525
526
527 return buf;
528 }
529
530 /*
531 * query_short_name(object) is similar to query_name, but doesn't
532 * contain any information about object status (worn/cursed/etc.)
533 */
534 const char *query_short_name(const object *op)
535 {
536 static char buf[HUGE_BUF];
537 char buf2[HUGE_BUF];
538 int len=0;
539
540 if(op->name == NULL)
541 return "(null)";
542 if(!op->nrof && !op->weight && !op->title && !is_magical(op))
543 return op->name; /* To speed things up (or make things slower?) */
544
545 if (op->nrof <= 1)
546 safe_strcat(buf,op->name, &len, HUGE_BUF);
547 else
548 safe_strcat(buf,op->name_pl, &len, HUGE_BUF);
549
550 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
551 safe_strcat(buf, " ", &len, HUGE_BUF);
552 safe_strcat(buf, op->title, &len, HUGE_BUF);
553 }
554
555 switch(op->type) {
556 case SPELLBOOK:
557 case SCROLL:
558 case WAND:
559 case ROD:
560 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
561 if(!op->title) {
562 safe_strcat(buf," of ", &len, HUGE_BUF);
563 if (op->inv)
564 safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
565 else
566 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
567 }
568 if(op->type != SPELLBOOK) {
569 sprintf(buf2, " (lvl %d)", op->level);
570 safe_strcat(buf, buf2, &len, HUGE_BUF);
571 }
572 }
573 break;
574
575 case SKILL:
576 case AMULET:
577 case RING:
578 if (!op->title) {
579 /* If ring has a title, full description isn't so useful */
580 char *s = ring_desc(op);
581 if (s[0]) {
582 safe_strcat (buf, " ", &len, HUGE_BUF);
583 safe_strcat(buf, s, &len, HUGE_BUF);
584 }
585 }
586 break;
587 default:
588 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
589 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
590 sprintf(buf2, " %+d", op->magic);
591 safe_strcat(buf, buf2, &len, HUGE_BUF);
592 }
593 }
594 return buf;
595 }
596
597 /*
598 * query_name(object) returns a character pointer pointing to a static
599 * buffer which contains a verbose textual representation of the name
600 * of the given object.
601 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
602 * you can make several calls to query_name before the bufs start getting
603 * overwritten. This may be a bad thing (it may be easier to assume the value
604 * returned is good forever.) However, it makes printing statements that
605 * use several names much easier (don't need to store them to temp variables.)
606 *
607 */
608 char *query_name(const object *op) {
609 static char buf[5][HUGE_BUF];
610 static int use_buf=0;
611 int len=0;
612 #ifdef NEW_MATERIAL_CODE
613 materialtype_t *mt;
614 #endif
615
616 use_buf++;
617 use_buf %=5;
618
619 #ifdef NEW_MATERIAL_CODE
620 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) {
621 mt = name_to_material(op->materialname);
622 if (mt) {
623 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF);
624 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF);
625 }
626 }
627 #endif
628
629 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF);
630
631 if (QUERY_FLAG(op,FLAG_INV_LOCKED))
632 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF);
633 if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
634 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
635 safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF);
636
637 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
638 if(QUERY_FLAG(op,FLAG_DAMNED))
639 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF);
640 else if(QUERY_FLAG(op,FLAG_CURSED))
641 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF);
642 }
643 /* Basically, if the object is known magical (detect magic spell on it),
644 * and it isn't identified, print out the fact that
645 * it is magical. Assume that the detect magical spell will only set
646 * KNOWN_MAGICAL if the item actually is magical.
647 *
648 * Changed in V 0.91.4 - still print that the object is magical even
649 * if it has been applied. Equipping an item does not tell full
650 * abilities, especially for artifact items.
651 */
652 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
653 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF);
654
655 #if 0
656 /* item_power will be returned in desribe_item - it shouldn't really
657 * be returned in the name.
658 */
659 if(op->item_power)
660 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)",
661 op->item_power);
662
663 #endif
664
665 if (QUERY_FLAG(op,FLAG_APPLIED)) {
666 switch(op->type) {
667 case BOW:
668 case WAND:
669 case ROD:
670 case HORN:
671 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF);
672 break;
673 case WEAPON:
674 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF);
675 break;
676 case ARMOUR:
677 case HELMET:
678 case SHIELD:
679 case RING:
680 case BOOTS:
681 case GLOVES:
682 case AMULET:
683 case GIRDLE:
684 case BRACERS:
685 case CLOAK:
686 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF);
687 break;
688 case CONTAINER:
689 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF);
690 break;
691 case SKILL:
692 default:
693 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF);
694 }
695 }
696 if(QUERY_FLAG(op, FLAG_UNPAID))
697 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF);
698
699 return buf[use_buf];
700 }
701
702 /*
703 * query_base_name(object) returns a character pointer pointing to a static
704 * buffer which contains a verbose textual representation of the name
705 * of the given object. The buffer will be overwritten at the next
706 * call to query_base_name(). This is a lot like query_name, but we
707 * don't include the item count or item status. Used for inventory sorting
708 * and sending to client.
709 * If plural is set, we generate the plural name of this.
710 */
711 const char *query_base_name(const object *op, int plural) {
712 static char buf[MAX_BUF], buf2[MAX_BUF];
713 int len;
714 materialtype_t *mt;
715
716 if((!plural && !op->name) || (plural && !op->name_pl))
717 return "(null)";
718
719 if(!op->nrof && !op->weight && !op->title && !is_magical(op))
720 return op->name; /* To speed things up (or make things slower?) */
721
722 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname)
723 mt = name_to_material(op->materialname);
724
725 #ifdef NEW_MATERIAL_CODE
726 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt &&
727 op->arch->clone.materialname != mt->name &&
728 !(op->material & M_SPECIAL)) {
729 strcpy(buf, mt->description);
730 len=strlen(buf);
731 safe_strcat(buf, " ", &len, MAX_BUF);
732 if (!plural)
733 safe_strcat(buf, op->name, &len, MAX_BUF);
734 else
735 safe_strcat(buf, op->name_pl, &len, MAX_BUF);
736 } else {
737 #endif
738 if (!plural)
739 strcpy(buf, op->name);
740 else
741 strcpy(buf, op->name_pl);
742 len=strlen(buf);
743 #ifdef NEW_MATERIAL_CODE
744 }
745 #endif
746
747 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
748 safe_strcat(buf, " ", &len, MAX_BUF);
749 safe_strcat(buf, op->title, &len, MAX_BUF);
750 }
751
752 switch(op->type) {
753 case SPELLBOOK:
754 case SCROLL:
755 case WAND:
756 case ROD:
757 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
758 if(!op->title) {
759 safe_strcat(buf," of ", &len, MAX_BUF);
760 if (op->inv)
761 safe_strcat(buf,op->inv->name, &len, MAX_BUF);
762 else
763 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
764 }
765 if(op->type != SPELLBOOK) {
766 sprintf(buf2, " (lvl %d)", op->level);
767 safe_strcat(buf, buf2, &len, MAX_BUF);
768 }
769 }
770 break;
771
772
773 case SKILL:
774 case AMULET:
775 case RING:
776 if (!op->title) {
777 /* If ring has a title, full description isn't so useful */
778 char *s = ring_desc(op);
779 if (s[0]) {
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 safe_strcat (buf, s, &len, MAX_BUF);
782 }
783 }
784 break;
785 default:
786 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
787 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
788 sprintf(buf + strlen(buf), " %+d", op->magic);
789 }
790 }
791 return buf;
792 }
793
794 /* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description
798 * in a static buffer.
799 */
800
801 static char *describe_monster(const object *op) {
802 char buf[MAX_BUF];
803 static char retbuf[VERY_BIG_BUF];
804 int i;
805
806 retbuf[0]='\0';
807
808 /* Note that the resolution this provides for players really isn't
809 * very good. Any player with a speed greater than .67 will
810 * fall into the 'lightning fast movement' category.
811 */
812 if(FABS(op->speed)>MIN_ACTIVE_SPEED) {
813 switch((int)((FABS(op->speed))*15)) {
814 case 0:
815 strcat(retbuf,"(very slow movement)");
816 break;
817 case 1:
818 strcat(retbuf,"(slow movement)");
819 break;
820 case 2:
821 strcat(retbuf,"(normal movement)");
822 break;
823 case 3:
824 case 4:
825 strcat(retbuf,"(fast movement)");
826 break;
827 case 5:
828 case 6:
829 strcat(retbuf,"(very fast movement)");
830 break;
831 case 7:
832 case 8:
833 case 9:
834 case 10:
835 strcat(retbuf,"(extremely fast movement)");
836 break;
837 default:
838 strcat(retbuf,"(lightning fast movement)");
839 break;
840 }
841 }
842 if(QUERY_FLAG(op,FLAG_UNDEAD))
843 strcat(retbuf,"(undead)");
844 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE))
845 strcat(retbuf,"(see invisible)");
846 if(QUERY_FLAG(op,FLAG_USE_WEAPON))
847 strcat(retbuf,"(wield weapon)");
848 if(QUERY_FLAG(op,FLAG_USE_BOW))
849 strcat(retbuf,"(archer)");
850 if(QUERY_FLAG(op,FLAG_USE_ARMOUR))
851 strcat(retbuf,"(wear armour)");
852 if(QUERY_FLAG(op,FLAG_USE_RING))
853 strcat(retbuf,"(wear ring)");
854 if(QUERY_FLAG(op,FLAG_USE_SCROLL))
855 strcat(retbuf,"(read scroll)");
856 if(QUERY_FLAG(op,FLAG_USE_RANGE))
857 strcat(retbuf,"(fires wand/rod/horn)");
858 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL))
859 strcat(retbuf,"(skill user)");
860 if(QUERY_FLAG(op,FLAG_CAST_SPELL))
861 strcat(retbuf,"(spellcaster)");
862 if(QUERY_FLAG(op,FLAG_FRIENDLY))
863 strcat(retbuf,"(friendly)");
864 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE))
865 strcat(retbuf,"(unaggressive)");
866 if(QUERY_FLAG(op,FLAG_HITBACK))
867 strcat(retbuf,"(hitback)");
868 if(QUERY_FLAG(op,FLAG_STEALTH))
869 strcat(retbuf,"(stealthy)");
870 if(op->randomitems != NULL) {
871 treasure *t;
872 int first = 1;
873 for(t=op->randomitems->items; t != NULL; t=t->next)
874 if(t->item && (t->item->clone.type == SPELL)) {
875 if(first) {
876 first = 0;
877 strcat(retbuf,"(Spell abilities:)");
878 }
879 strcat(retbuf,"(");
880 strcat(retbuf,t->item->clone.name);
881 strcat(retbuf,")");
882 }
883 }
884 if (op->type == PLAYER) {
885 if(op->contr->digestion) {
886 if(op->contr->digestion!=0)
887 sprintf(buf,"(sustenance%+d)",op->contr->digestion);
888 strcat(retbuf,buf);
889 }
890 if(op->contr->gen_grace) {
891 sprintf(buf,"(grace%+d)",op->contr->gen_grace);
892 strcat(retbuf,buf);
893 }
894 if(op->contr->gen_sp) {
895 sprintf(buf,"(magic%+d)",op->contr->gen_sp);
896 strcat(retbuf,buf);
897 }
898 if(op->contr->gen_hp) {
899 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp);
900 strcat(retbuf,buf);
901 }
902 if(op->stats.luck) {
903 sprintf(buf,"(luck%+d)",op->stats.luck);
904 strcat(retbuf,buf);
905 }
906 }
907
908 /* describe attacktypes */
909 if (is_dragon_pl(op)) {
910 /* for dragon players display the attacktypes from clawing skill
911 * Break apart the for loop - move the comparison checking down -
912 * this makes it more readable.
913 */
914 object *tmp;
915
916 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
917 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break;
918
919 if (tmp && tmp->attacktype!=0) {
920 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws");
921 }
922 else {
923 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
924 }
925 } else {
926 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
927 }
928 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
929 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
930 DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
931 for (i=0; i < NROFATTACKS; i++) {
932 if (op->resist[i]) {
933 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]);
934 strcat(retbuf, buf);
935 }
936 }
937 return retbuf;
938 }
939
940
941 /*
942 * Returns a pointer to a static buffer which contains a
943 * description of the given object.
944 * If it is a monster, lots of information about its abilities
945 * will be returned.
946 * If it is an item, lots of information about which abilities
947 * will be gained about its user will be returned.
948 * If it is a player, it writes out the current abilities
949 * of the player, which is usually gained by the items applied.
950 * It would be really handy to actually pass another object
951 * pointer on who is examining this object. Then, you could reveal
952 * certain information depending on what the examiner knows, eg,
953 * wouldn't need to use the SEE_INVISIBLE flag to know it is
954 * a dragon player examining food. Could have things like
955 * a dwarven axe, in which the full abilities are only known to
956 * dwarves, etc.
957 *
958 * This function is really much more complicated than it should
959 * be, because different objects have different meanings
960 * for the same field (eg, wands use 'food' for charges). This
961 * means these special cases need to be worked out.
962 *
963 * Add 'owner' who is the person examining this object.
964 * owner can be null if no one is being associated with this
965 * item (eg, debug dump or the like)
966 */
967
968 char *describe_item(const object *op, object *owner) {
969 char buf[MAX_BUF];
970 static char retbuf[VERY_BIG_BUF];
971 int identified,i;
972
973 retbuf[0]='\0';
974 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) {
975 return describe_monster(op);
976 }
977 /* figure this out once, instead of making multiple calls to need_identify.
978 * also makes the code easier to read.
979 */
980 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1;
981 else {
982 strcpy(retbuf,"(unidentified)");
983 identified = 0;
984 }
985 switch(op->type) {
986 case BOW:
987 case ARROW:
988 case WAND:
989 case ROD:
990 case HORN:
991 case WEAPON:
992 case ARMOUR:
993 case HELMET:
994 case SHIELD:
995 case BOOTS:
996 case GLOVES:
997 case GIRDLE:
998 case BRACERS:
999 case CLOAK:
1000 case SKILL_TOOL:
1001 break; /* We have more information to do below this switch */
1002
1003 case POWER_CRYSTAL:
1004 if (op->stats.maxsp>1000){ /*higher capacity crystals*/
1005 i = (op->stats.maxsp%100)/10;
1006 if (i)
1007 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i);
1008 else
1009 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100);
1010 }else
1011 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp);
1012 strcat(retbuf,buf);
1013 i = (op->stats.sp*10)/op->stats.maxsp;
1014 if (op->stats.sp==0)
1015 strcat(retbuf,"empty.");
1016 else if (i==0)
1017 strcat(retbuf,"almost empty.");
1018 else if (i<3)
1019 strcat(retbuf,"partially filled.");
1020 else if (i<6)
1021 strcat(retbuf,"half full.");
1022 else if (i<9)
1023 strcat(retbuf,"well charged.");
1024 else if (op->stats.sp == op->stats.maxsp)
1025 strcat(retbuf,"fully charged.");
1026 else
1027 strcat(retbuf,"almost full.");
1028 break;
1029 case FOOD:
1030 case FLESH:
1031 case DRINK:
1032 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1033 sprintf(buf,"(food+%d)", op->stats.food);
1034 strcat(retbuf, buf);
1035
1036 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) {
1037 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1038 strcat(retbuf, buf);
1039 }
1040
1041 if (!QUERY_FLAG(op,FLAG_CURSED)) {
1042 if (op->stats.hp)
1043 strcat(retbuf,"(heals)");
1044 if (op->stats.sp)
1045 strcat(retbuf,"(spellpoint regen)");
1046 }
1047 else {
1048 if (op->stats.hp)
1049 strcat(retbuf,"(damages)");
1050 if (op->stats.sp)
1051 strcat(retbuf,"(spellpoint depletion)");
1052 }
1053 }
1054 break;
1055
1056
1057 case SKILL:
1058 case RING:
1059 case AMULET:
1060 if(op->item_power) {
1061 sprintf(buf,"(item_power %+d)",op->item_power);
1062 strcat(retbuf,buf);
1063 }
1064 if (op->title)
1065 strcat (retbuf, ring_desc(op));
1066 return retbuf;
1067
1068 default:
1069 return retbuf;
1070 }
1071
1072 /* Down here, we more further describe equipment type items.
1073 * only describe them if they have been identified or the like.
1074 */
1075 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1076 int attr,val;
1077
1078 for (attr=0; attr<NUM_STATS; attr++) {
1079 if ((val=get_attr_value(&(op->stats),attr))!=0) {
1080 sprintf(buf, "(%s%+d)", short_stat_name[attr], val);
1081 strcat(retbuf,buf);
1082 }
1083 }
1084
1085 if(op->stats.exp) {
1086 sprintf(buf,"(speed %+lld)",op->stats.exp);
1087 strcat(retbuf,buf);
1088 }
1089
1090
1091 switch(op->type) {
1092 case BOW:
1093 case ARROW:
1094 case GIRDLE:
1095 case HELMET:
1096 case SHIELD:
1097 case BOOTS:
1098 case GLOVES:
1099 case WEAPON:
1100 case SKILL:
1101 case RING:
1102 case AMULET:
1103 case ARMOUR:
1104 case BRACERS:
1105 case FORCE:
1106 case CLOAK:
1107 if(op->stats.wc) {
1108 sprintf(buf,"(wc%+d)",op->stats.wc);
1109 strcat(retbuf,buf);
1110 }
1111 if(op->stats.dam) {
1112 sprintf(buf,"(dam%+d)",op->stats.dam);
1113 strcat(retbuf,buf);
1114 }
1115 if(op->stats.ac) {
1116 sprintf(buf,"(ac%+d)",op->stats.ac);
1117 strcat(retbuf,buf);
1118 }
1119 if ((op->type==WEAPON || op->type == BOW) && op->level>0) {
1120 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level);
1121 strcat(retbuf,buf);
1122 }
1123 break;
1124
1125 default:
1126 break;
1127 }
1128 if(QUERY_FLAG(op,FLAG_XRAYS))
1129 strcat(retbuf,"(xray-vision)");
1130 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK))
1131 strcat(retbuf,"(infravision)");
1132
1133 /* levitate was what is was before, so we'll keep it */
1134 if (op->move_type & MOVE_FLY_LOW)
1135 strcat(retbuf,"(levitate)");
1136
1137 if (op->move_type & MOVE_FLY_HIGH)
1138 strcat(retbuf,"(fly)");
1139
1140 if (op->move_type & MOVE_SWIM)
1141 strcat(retbuf,"(swim)");
1142
1143 /* walking is presumed as 'normal', so doesn't need mentioning */
1144
1145 if(op->item_power) {
1146 sprintf(buf,"(item_power %+d)",op->item_power);
1147 strcat(retbuf,buf);
1148 }
1149 } /* End if identified or applied */
1150
1151 /* This blocks only deals with fully identified object.
1152 * it is intentional that this is not an 'else' from a above -
1153 * in this way, information is added.
1154 */
1155 if(identified) {
1156 int more_info = 0;
1157
1158 switch(op->type) {
1159 case ROD: /* These use stats.sp for spell selection and stats.food */
1160 case HORN: /* and stats.hp for spell-point regeneration... */
1161 case BOW:
1162 case ARROW:
1163 case WAND:
1164 case FOOD:
1165 case FLESH:
1166 case DRINK:
1167 more_info = 0;
1168 break;
1169
1170 /* Armor type objects */
1171 case ARMOUR:
1172 case HELMET:
1173 case SHIELD:
1174 case BOOTS:
1175 case GLOVES:
1176 case GIRDLE:
1177 case BRACERS:
1178 case CLOAK:
1179 if (ARMOUR_SPEED(op)) {
1180 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0);
1181 strcat(retbuf, buf);
1182 }
1183 if (ARMOUR_SPELLS(op)) {
1184 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op));
1185 strcat(retbuf, buf);
1186 }
1187 more_info=1;
1188 break;
1189
1190 case WEAPON:
1191 /* Calculate it the same way fix_player does so the results
1192 * make sense.
1193 */
1194 i = (WEAPON_SPEED(op)*2-op->magic)/2;
1195 if (i<0) i=0;
1196
1197 sprintf(buf,"(weapon speed %d)", i);
1198 strcat(retbuf, buf);
1199 more_info=1;
1200 break;
1201
1202 }
1203 if (more_info) {
1204 if(op->stats.food) {
1205 if(op->stats.food!=0)
1206 sprintf(buf,"(sustenance%+d)",op->stats.food);
1207 strcat(retbuf,buf);
1208 }
1209 if(op->stats.grace) {
1210 sprintf(buf,"(grace%+d)",op->stats.grace);
1211 strcat(retbuf,buf);
1212 }
1213 if(op->stats.sp) {
1214 sprintf(buf,"(magic%+d)",op->stats.sp);
1215 strcat(retbuf,buf);
1216 }
1217 if(op->stats.hp) {
1218 sprintf(buf,"(regeneration%+d)",op->stats.hp);
1219 strcat(retbuf,buf);
1220 }
1221 }
1222
1223 if(op->stats.luck) {
1224 sprintf(buf,"(luck%+d)",op->stats.luck);
1225 strcat(retbuf,buf);
1226 }
1227 if(QUERY_FLAG(op,FLAG_LIFESAVE))
1228 strcat(retbuf,"(lifesaving)");
1229 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
1230 strcat(retbuf,"(reflect spells)");
1231 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
1232 strcat(retbuf,"(reflect missiles)");
1233 if(QUERY_FLAG(op,FLAG_STEALTH))
1234 strcat(retbuf,"(stealth)");
1235 if(op->slaying!=NULL && op->type != FOOD) {
1236 sprintf(buf,"(slay %s)",op->slaying);
1237 strcat(retbuf,buf);
1238 }
1239 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
1240 /* resistance on flesh is only visible for quetzals. If
1241 * non flesh, everyone can see its resistances
1242 */
1243 if (op->type != FLESH || (owner && is_dragon_pl(owner)))
1244 strcat(retbuf,describe_resistance(op, 0));
1245 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
1246 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
1247 DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
1248 }
1249
1250 return retbuf;
1251 }
1252
1253 /* Return true if the item is magical. A magical item is one that
1254 * increases/decreases any abilities, provides a resistance,
1255 * has a generic magical bonus, or is an artifact.
1256 * This function is used by detect_magic to determine if an item
1257 * should be marked as magical.
1258 */
1259
1260 int is_magical(const object *op) {
1261 int i;
1262
1263 /* living creatures are considered non magical */
1264 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0;
1265
1266 /* This is a test for it being an artifact, as artifacts have titles */
1267 if (op->title!=NULL) return 1;
1268
1269 /* Handle rings and amulets specially. If they change any of these
1270 * values, it means they are magical.
1271 */
1272 if ((op->type==AMULET || op->type==RING) &&
1273 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1274 op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1275 return 1;
1276
1277 /* Check for stealty, speed, flying, or just plain magic in the boots */
1278 /* Presume any boots that hvae a move_type are special. */
1279 if (op->type== BOOTS &&
1280 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1281 return 1;
1282
1283 /* Take care of amulet/shield that reflects spells/missiles */
1284 if ((op->type==AMULET || op->type==SHIELD) &&
1285 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1286 return 1;
1287
1288 /* Take care of helmet of xrays */
1289 if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1290
1291 /* Potions & rods are always magical. Wands/staves are also magical,
1292 * assuming they still have any charges left.
1293 */
1294 if (op->type==POTION || op->type==ROD ||
1295 (op->type==WAND && op->stats.food))
1296 return 1;
1297
1298 /* if something gives a protection, either positive or negative, its magical */
1299 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1300 * so this always works out fine.
1301 */
1302 for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1303 if (op->resist[i]) return 1;
1304
1305 /* Physical protection is expected on some item types, so they should
1306 * not be considered magical.
1307 */
1308 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1309 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1310
1311 /* power crystal, spellbooks, and scrolls are always magical. */
1312 if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1313 op->type==SCROLL || op->type==GIRDLE)
1314 return 1;
1315
1316 /* Check to see if it increases/decreases any stats */
1317 for (i=0; i<NUM_STATS; i++)
1318 if (get_attr_value(&(op->stats),i)!=0) return 1;
1319
1320 /* If it doesn't fall into any of the above categories, must
1321 * be non magical.
1322 */
1323 return 0;
1324 }
1325
1326 /* need_identify returns true if the item should be identified. This
1327 * function really should not exist - by default, any item not identified
1328 * should need it.
1329 */
1330
1331 int need_identify(const object *op) {
1332 switch(op->type) {
1333 case RING:
1334 case WAND:
1335 case ROD:
1336 case HORN:
1337 case SCROLL:
1338 case SKILL:
1339 case SKILLSCROLL:
1340 case SPELLBOOK:
1341 case FOOD:
1342 case POTION:
1343 case BOW:
1344 case ARROW:
1345 case WEAPON:
1346 case ARMOUR:
1347 case SHIELD:
1348 case HELMET:
1349 case AMULET:
1350 case BOOTS:
1351 case GLOVES:
1352 case BRACERS:
1353 case GIRDLE:
1354 case CONTAINER:
1355 case DRINK:
1356 case FLESH:
1357 case INORGANIC:
1358 case CLOSE_CON:
1359 case CLOAK:
1360 case GEM:
1361 case POWER_CRYSTAL:
1362 case POISON:
1363 case BOOK:
1364 case SKILL_TOOL:
1365 return 1;
1366 }
1367 /* Try to track down some stuff that may show up here. Thus, the
1368 * archetype file can be updated, and this function removed.
1369 */
1370 #if 0
1371 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name);
1372 #endif
1373 return 0;
1374 }
1375
1376
1377 /*
1378 * Supposed to fix face-values as well here, but later.
1379 */
1380
1381 void identify(object *op) {
1382 object *pl;
1383
1384 SET_FLAG(op,FLAG_IDENTIFIED);
1385 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
1386 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT);
1387
1388 /*
1389 * We want autojoining of equal objects:
1390 */
1391 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED))
1392 SET_FLAG(op,FLAG_KNOWN_CURSED);
1393
1394 if (op->type == POTION) {
1395 if (op->inv && op->randomitems) {
1396 if (op->title) free_string(op->title);
1397 op->title = add_refcount(op->inv->name);
1398 } else if (op->arch) {
1399 free_string(op->name);
1400 op->name = add_refcount(op->arch->clone.name);
1401 free_string(op->name_pl);
1402 op->name_pl = add_refcount(op->arch->clone.name_pl);
1403 }
1404 }
1405
1406 /* If the object is on a map, make sure we update its face */
1407 if (op->map)
1408 update_object(op,UP_OBJ_FACE);
1409 else {
1410 pl = is_player_inv(op->env);
1411 if (pl)
1412 /* A lot of the values can change from an update - might as well send
1413 * it all.
1414 */
1415 esrv_send_item(pl, op);
1416 }
1417 }