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/cvs/deliantra/server/common/item.C
Revision: 1.20
Committed: Mon Feb 5 01:24:45 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +44 -42 lines
Log Message:
replace amny strcpy by checked assign's

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <funcpoint.h>
27 #include <living.h>
28 #include <spells.h>
29
30 /* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused.
34 *
35 * The ordering in save_name, use_name, nonuse_name.
36 * save_name is the name used to load/save it from files. It should
37 * match that of the doc/Developers/objects. The only
38 * real limitation is that it shouldn't have spaces or other characters
39 * that may mess up the match code. It must also start with body_
40 * use_name is how we describe the location if we can use it.
41 * nonuse_name is how we describe it if we can't use it. I think
42 * the values below will make it pretty clear how those work out
43 * They are basically there to make life a little easier - if a character
44 * examines an item and it says it goes on 'your arm', its pretty clear
45 * they can use it. See the last sample (commented out) for a dragon
46 * Note that using the term 'human' may not be very accurate, humanoid
47 * may be better.
48 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */
51 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"},
53 {"body_arm", "on your arm", "on a human's arm"},
54 {"body_torso", "on your body", "on a human's torso"},
55 {"body_head", "on your head", "on a human's head"},
56 {"body_neck", "around your neck", "around a humans neck"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"},
58 {"body_finger", "on your finger", "on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"},
61 {"body_hand", "on your hands", "on a human's hands"},
62 {"body_wrist", "around your wrists", "around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"},
64 /*{"body_dragon_torso", "your body", "a dragon's body"} */
65 };
66
67 static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
69 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
70 "eighteen", "nineteen", "twenty"
71 };
72
73 static char numbers_10[10][20] = {
74 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
75 "eighty", "ninety"
76 };
77
78 static char levelnumbers[21][20] = {
79 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
80 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
81 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
82 "nineteen", "twentieth"
83 };
84
85 static char levelnumbers_10[11][20] = {
86 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
87 "seventieth", "eightieth", "ninetieth"
88 };
89
90 /* The following is a large table of item types, the fields are:
91 * item number, item name, item name (plural), and two numbers that are the skills
92 * used to identify them. Anytime a new item type is added or removed, this list
93 * should be altered to reflect that. The defines for the numerical values are in
94 * define.h
95 */
96 static const typedata item_types[] = {
97 {PLAYER, "player", "players", 0, 0},
98 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
99 {TREASURE, "treasure", "treasure", 0, 0},
100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
101 {FOOD, "food", "food", SK_WOODSMAN, 0},
102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
103 {BOOK, "book", "books", SK_LITERACY, 0},
104 {CLOCK, "clock", "clocks", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
110 {ALTAR, "altar", "altars", 0, 0},
111 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
112 {SPECIAL_KEY, "special key", "special keys", 0, 0},
113 {MAP, "map", "maps", 0, 0},
114 {DOOR, "door", "doors", 0, 0},
115 {KEY, "key", "keys", 0, 0},
116 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
117 {TRIGGER, "trigger", "triggers", 0, 0},
118 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
119 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
120 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
121 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
122 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
123 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
124 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
125 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
126 {MONEY, "money", "money", 0, 0},
127 {CLASS, "class", "classes", 0, 0},
128 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
132 {CREATOR, "creator", "creators", 0, 0},
133 {SKILL, "skill", "skills", 0, 0},
134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
135 {GOLEM, "golem", "golems", 0, 0},
136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
137 {BLINDNESS, "blindness", "blindness", 0, 0},
138 {GOD, "god", "gods", 0, 0},
139 {DETECTOR, "detector", "detectors", 0, 0},
140 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
141 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
142 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
143 {MARKER, "marker", "markers", 0, 0},
144 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
145 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
146 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
147 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
148 {GEM, "gem", "gems", SK_JEWELER, 0},
149 {FIREWALL, "firewall", "firewalls", 0, 0},
150 {ANVIL, "anvil", "anvils", 0, 0},
151 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
152 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
153 {EXIT, "exit", "exits", 0, 0},
154 {ENCOUNTER, "encounter", "encounters", 0, 0},
155 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
156 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
157 {RING, "ring", "rings", SK_JEWELER, 0},
158 {FLOOR, "floor", "floors", 0, 0},
159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
162 {LIGHTER, "lighter", "lighters", 0, 0},
163 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
165 {LAMP, "lamp", "lamps", 0, 0},
166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
169 {SPINNER, "spinner", "spinners", 0, 0},
170 {GATE, "gate", "gates", 0, 0},
171 {BUTTON, "button", "buttons", 0, 0},
172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
173 {HOLE, "hole", "holes", 0, 0},
174 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
175 {SIGN, "sign", "signs", 0, 0},
176 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
177 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
178 {SPELL, "spell", "spells", 0, 0},
179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
180 {CONVERTER, "converter", "converters", 0, 0},
181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
182 {POISONING, "poisoning", "poisonings", 0, 0},
183 {SAVEBED, "savebed", "savebeds", 0, 0},
184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
186 {DIRECTOR, "director", "directors", 0, 0},
187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
188 {FORCE, "force", "forces", 0, 0},
189 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
190 {CLOSE_CON, "closed container", "closed container", 0, 0},
191 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
192 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
193 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
194 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
195 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
196 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
197 {MENU, "inventory list", "inventory lists", 0, 0},
198 {RUNE, "rune", "runes", 0, 0},
199 {TRAP, "trap", "traps", 0, 0},
200 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
201 {CORPSE, "corpse", "corpses", 0, 0},
202 {DISEASE, "disease", "diseases", 0, 0},
203 {SYMPTOM, "symptom", "symptoms", 0, 0},
204 {BUILDER, "item builder", "item builders", 0, 0},
205 {MATERIAL, "building material", "building materials", 0, 0},
206 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
207 };
208
209 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
210
211 materialtype_t *materialt;
212
213 /*
214 materialtype material[NROFMATERIALS] = {
215 * P M F E C C A D W G P S P T F C D D C C G H B I *
216 * H A I L O O C R E H O L A U E A E E H O O O L N *
217 * Y G R E L N I A A O I O R R A N P A A U D L I T *
218 * S I E C D F D I P S S W A N R C L T O N Y N R *
219 * I C T U N O T O L E E H S T P D N *
220 {"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}},
221 {"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}},
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}}
233 };
234 */
235
236 /* This curve may be too steep. But the point is that there should
237 * be tough choices - there is no real point to this if everyone can
238 * wear whatever they want with no worries. Perhaps having the steep
239 * curve is good (maybe even steeper), but allowing players to
240 * have 2 * level instead. Ideally, top level characters should only be
241 * able to use 2-3 of the most powerful items.
242 * note that this table is only really used for program generated items -
243 * custom objects can use whatever they want.
244 */
245 static int enc_to_item_power[21] = {
246 0, 0, 1, 2, 3, 4, /* 5 */
247 5, 7, 9, 11, 13, /* 10 */
248 15, 18, 21, 24, 27, /* 15 */
249 30, 35, 40, 45, 50 /* 20 */
250 };
251
252 int
253 get_power_from_ench (int ench)
254 {
255 if (ench < 0)
256 ench = 0;
257 if (ench > 20)
258 ench = 20;
259 return enc_to_item_power[ench];
260 }
261
262 /* This takes an object 'op' and figures out what its item_power
263 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns
265 * the item_power it calculates.
266 * If flag is 1, we return the number of enchantment, and not the
267 * the power. This is used in the treasure code.
268 */
269 int
270 calc_item_power (const object *op, int flag)
271 {
272 int i, tmp, enc;
273
274 enc = 0;
275 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i);
277
278 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against
282 */
283 tmp = 0;
284 for (i = 1; i < NROFATTACKS; i++)
285 tmp += op->resist[i];
286
287 /* Add/substract 10 so that the rounding works out right */
288 if (tmp > 0)
289 enc += (tmp + 10) / 20;
290 else if (tmp < 0)
291 enc += (tmp - 10) / 20;
292
293 enc += op->magic;
294
295 /* For each attacktype a weapon has, one more encantment. Start at 1 -
296 * physical doesn't count against total.
297 */
298 if (op->type == WEAPON)
299 {
300 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i))
302 enc++;
303 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */
305 }
306 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
311 {
312 enc += op->stats.food; /* sustenance */
313 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */
317 }
318 enc += op->stats.luck;
319
320 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++)
322 {
323 if (op->path_attuned & (1 << i))
324 enc++;
325 else if (op->path_denied & (1 << i))
326 enc -= 2;
327 else if (op->path_repelled & (1 << i))
328 enc--;
329 }
330
331 if (QUERY_FLAG (op, FLAG_LIFESAVE))
332 enc += 5;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
334 enc += 3;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
336 enc += 2;
337 if (QUERY_FLAG (op, FLAG_STEALTH))
338 enc += 1;
339 if (QUERY_FLAG (op, FLAG_XRAYS))
340 enc += 2;
341 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1;
345
346 return get_power_from_ench (enc);
347
348 }
349
350 /* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */
352
353 const typedata *
354 get_typedata (int itemtype)
355 {
356 int i;
357
358 for (i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype)
360 return &item_types[i];
361 return NULL;
362 }
363
364 /* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */
367
368 const typedata *
369 get_typedata_by_name (const char *name)
370 {
371 int i;
372
373 for (i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name, name))
375 return &item_types[i];
376 for (i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name))
378 {
379 LOG (llevInfo,
380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
381 return &item_types[i];
382 }
383 return NULL;
384 }
385
386 /* describe_resistance generates the visible naming for resistances.
387 * returns a static array of the description. This can return
388 * a big buffer.
389 * if newline is true, we don't put parens around the description
390 * but do put a newline at the end. Useful when dumping to files
391 */
392 char *
393 describe_resistance (const object *op, int newline)
394 {
395 static char buf[VERY_BIG_BUF];
396 char buf1[VERY_BIG_BUF];
397 int tmpvar;
398
399 buf[0] = 0;
400 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
401 {
402 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
403 {
404 if (!newline)
405 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
406 else
407 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
408
409 strcat (buf, buf1);
410 }
411 }
412 return buf;
413 }
414
415
416 /*
417 * query_weight(object) returns a character pointer to a static buffer
418 * containing the text-representation of the weight of the given object.
419 * The buffer will be overwritten by the next call to query_weight().
420 */
421
422 char *
423 query_weight (const object *op)
424 {
425 static char buf[10];
426 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
427
428 if (op->weight < 0)
429 return " ";
430 if (i % 1000)
431 sprintf (buf, "%6.1f", i / 1000.0);
432 else
433 sprintf (buf, "%4d ", i / 1000);
434 return buf;
435 }
436
437 /*
438 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...)
440 */
441
442 char *
443 get_levelnumber (int i)
444 {
445 static char buf[MAX_BUF];
446
447 if (i > 99)
448 {
449 sprintf (buf, "%d.", i);
450 return buf;
451 }
452 if (i < 21)
453 return levelnumbers[i];
454 if (!(i % 10))
455 return levelnumbers_10[i / 10];
456 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]);
458 return buf;
459 }
460
461
462 /*
463 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number().
466 * It is currently only used by the query_name() function.
467 */
468
469 char *
470 get_number (int i)
471 {
472 if (i <= 20)
473 return numbers[i];
474 else
475 {
476 static char buf[MAX_BUF];
477
478 sprintf (buf, "%d", i);
479 return buf;
480 }
481 }
482
483 /*
484 * Returns pointer to static buffer containing ring's or amulet's
485 * abilities
486 * These are taken from old query_name(), but it would work better
487 * if describle_item() would be called to get this information and
488 * caller would handle FULL_RING_DESCRIPTION definition.
489 * Or make FULL_RING_DESCRIPTION standard part of a game and let
490 * client handle names.
491 */
492
493 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
494 * from stats.sp - b.t.
495 */
496 char *
497 ring_desc (const object *op)
498 {
499 static char buf[VERY_BIG_BUF];
500 int attr, val, len;
501
502 buf[0] = 0;
503
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf;
506
507 for (attr = 0; attr < NUM_STATS; attr++)
508 {
509 if ((val = get_attr_value (&(op->stats), attr)) != 0)
510 {
511 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
512 }
513 }
514 if (op->stats.exp)
515 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
516 if (op->stats.wc)
517 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
518 if (op->stats.dam)
519 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
520 if (op->stats.ac)
521 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
522
523 strcat (buf, describe_resistance (op, 0));
524
525 if (op->stats.food != 0)
526 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
527 /* else if (op->stats.food < 0)
528 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
529 if (op->stats.grace)
530 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
531 if (op->stats.sp && op->type != SKILL)
532 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
533 if (op->stats.hp)
534 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
535 if (op->stats.luck)
536 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
537 if (QUERY_FLAG (op, FLAG_LIFESAVE))
538 strcat (buf, "(lifesaving)");
539 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
540 strcat (buf, "(reflect spells)");
541 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
542 strcat (buf, "(reflect missiles)");
543 if (QUERY_FLAG (op, FLAG_STEALTH))
544 strcat (buf, "(stealth)");
545 /* Shorten some of the names, so they appear better in the windows */
546 len = strlen (buf);
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
550
551 /* if(op->item_power)
552 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
553 */
554 if (buf[0] == 0 && op->type != SKILL)
555 strcpy (buf, "of adornment");
556
557
558 return buf;
559 }
560
561 /*
562 * query_short_name(object) is similar to query_name, but doesn't
563 * contain any information about object status (worn/cursed/etc.)
564 */
565 const char *
566 query_short_name (const object *op)
567 {
568 static char buf[HUGE_BUF];
569 char buf2[HUGE_BUF];
570 int len = 0;
571
572 if (op->name == NULL)
573 return "(null)";
574
575 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
576 return op->name; /* To speed things up (or make things slower?) */
577
578 if (op->nrof <= 1)
579 safe_strcat (buf, op->name, &len, HUGE_BUF);
580 else
581 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
582
583 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
584 {
585 safe_strcat (buf, " ", &len, HUGE_BUF);
586 safe_strcat (buf, op->title, &len, HUGE_BUF);
587 }
588
589 switch (op->type)
590 {
591 case SPELLBOOK:
592 case SCROLL:
593 case WAND:
594 case ROD:
595 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
596 {
597 if (!op->title)
598 {
599 safe_strcat (buf, " of ", &len, HUGE_BUF);
600 if (op->inv)
601 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
602 else
603 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
604 }
605 if (op->type != SPELLBOOK)
606 {
607 sprintf (buf2, " (lvl %d)", op->level);
608 safe_strcat (buf, buf2, &len, HUGE_BUF);
609 }
610 }
611 break;
612
613 case SKILL:
614 case AMULET:
615 case RING:
616 if (!op->title)
617 {
618 /* If ring has a title, full description isn't so useful */
619 char *s = ring_desc (op);
620
621 if (s[0])
622 {
623 safe_strcat (buf, " ", &len, HUGE_BUF);
624 safe_strcat (buf, s, &len, HUGE_BUF);
625 }
626 }
627 break;
628 default:
629 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
630 {
631 sprintf (buf2, " %+d", op->magic);
632 safe_strcat (buf, buf2, &len, HUGE_BUF);
633 }
634 }
635 return buf;
636 }
637
638 /*
639 * query_name(object) returns a character pointer pointing to a static
640 * buffer which contains a verbose textual representation of the name
641 * of the given object.
642 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
643 * you can make several calls to query_name before the bufs start getting
644 * overwritten. This may be a bad thing (it may be easier to assume the value
645 * returned is good forever.) However, it makes printing statements that
646 * use several names much easier (don't need to store them to temp variables.)
647 *
648 */
649 char *
650 query_name (const object *op)
651 {
652 static char buf[5][HUGE_BUF];
653 static int use_buf = 0;
654 int len = 0;
655
656 #ifdef NEW_MATERIAL_CODE
657 materialtype_t *mt;
658 #endif
659
660 use_buf++;
661 use_buf %= 5;
662
663 #ifdef NEW_MATERIAL_CODE
664 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
665 {
666 mt = name_to_material (op->materialname);
667 if (mt)
668 {
669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
670 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
671 }
672 }
673 #endif
674
675 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
676
677 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
678 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
679 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
680 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
681
682 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
683 {
684 if (QUERY_FLAG (op, FLAG_DAMNED))
685 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
686 else if (QUERY_FLAG (op, FLAG_CURSED))
687 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
688 }
689 /* Basically, if the object is known magical (detect magic spell on it),
690 * and it isn't identified, print out the fact that
691 * it is magical. Assume that the detect magical spell will only set
692 * KNOWN_MAGICAL if the item actually is magical.
693 *
694 * Changed in V 0.91.4 - still print that the object is magical even
695 * if it has been applied. Equipping an item does not tell full
696 * abilities, especially for artifact items.
697 */
698 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
699 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
700
701 #if 0
702 /* item_power will be returned in desribe_item - it shouldn't really
703 * be returned in the name.
704 */
705 if (op->item_power)
706 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
707
708 #endif
709
710 if (QUERY_FLAG (op, FLAG_APPLIED))
711 {
712 switch (op->type)
713 {
714 case BOW:
715 case WAND:
716 case ROD:
717 case HORN:
718 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
719 break;
720 case WEAPON:
721 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
722 break;
723 case ARMOUR:
724 case HELMET:
725 case SHIELD:
726 case RING:
727 case BOOTS:
728 case GLOVES:
729 case AMULET:
730 case GIRDLE:
731 case BRACERS:
732 case CLOAK:
733 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
734 break;
735 case CONTAINER:
736 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
737 break;
738 case SKILL:
739 default:
740 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
741 }
742 }
743 if (QUERY_FLAG (op, FLAG_UNPAID))
744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
745
746 return buf[use_buf];
747 }
748
749 /*
750 * query_base_name(object) returns a character pointer pointing to a static
751 * buffer which contains a verbose textual representation of the name
752 * of the given object. The buffer will be overwritten at the next
753 * call to query_base_name(). This is a lot like query_name, but we
754 * don't include the item count or item status. Used for inventory sorting
755 * and sending to client.
756 * If plural is set, we generate the plural name of this.
757 */
758 const char *
759 query_base_name (const object *op, int plural)
760 {
761 static char buf[MAX_BUF], buf2[MAX_BUF];
762 int len;
763 materialtype_t *mt;
764
765 if ((!plural && !op->name) || (plural && !op->name_pl))
766 return "(null)";
767
768 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
769 return op->name; /* To speed things up (or make things slower?) */
770
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname);
773
774 #ifdef NEW_MATERIAL_CODE
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
777 {
778 strcpy (buf, mt->description);
779 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural)
782 safe_strcat (buf, op->name, &len, MAX_BUF);
783 else
784 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
785 }
786 else
787 {
788 #endif
789 if (!plural)
790 assign (buf, op->name);
791 else
792 assign (buf, op->name_pl);
793
794 len = strlen (buf);
795 #ifdef NEW_MATERIAL_CODE
796 }
797 #endif
798
799 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
800 {
801 safe_strcat (buf, " ", &len, MAX_BUF);
802 safe_strcat (buf, op->title, &len, MAX_BUF);
803 }
804
805 switch (op->type)
806 {
807 case SPELLBOOK:
808 case SCROLL:
809 case WAND:
810 case ROD:
811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
812 {
813 if (!op->title)
814 {
815 safe_strcat (buf, " of ", &len, MAX_BUF);
816 if (op->inv)
817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
818 else
819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
820 }
821 if (op->type != SPELLBOOK)
822 {
823 sprintf (buf2, " (lvl %d)", op->level);
824 safe_strcat (buf, buf2, &len, MAX_BUF);
825 }
826 }
827 break;
828
829
830 case SKILL:
831 case AMULET:
832 case RING:
833 if (!op->title)
834 {
835 /* If ring has a title, full description isn't so useful */
836 char *s = ring_desc (op);
837
838 if (s[0])
839 {
840 safe_strcat (buf, " ", &len, MAX_BUF);
841 safe_strcat (buf, s, &len, MAX_BUF);
842 }
843 }
844 break;
845 default:
846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
847 {
848 sprintf (buf + strlen (buf), " %+d", op->magic);
849 }
850 }
851
852 return buf;
853 }
854
855 /* Break this off from describe_item - that function was way
856 * too long, making it difficult to read. This function deals
857 * with describing the monsters & players abilities. It should only
858 * be called with monster & player objects. Returns a description
859 * in a static buffer.
860 */
861
862 static char *
863 describe_monster (const object *op)
864 {
865 char buf[MAX_BUF];
866 static char retbuf[VERY_BIG_BUF];
867 int i;
868
869 retbuf[0] = '\0';
870
871 /* Note that the resolution this provides for players really isn't
872 * very good. Any player with a speed greater than .67 will
873 * fall into the 'lightning fast movement' category.
874 */
875 if (op->has_active_speed ())
876 {
877 switch ((int) ((FABS (op->speed)) * 15))
878 {
879 case 0:
880 strcat (retbuf, "(very slow movement)");
881 break;
882 case 1:
883 strcat (retbuf, "(slow movement)");
884 break;
885 case 2:
886 strcat (retbuf, "(normal movement)");
887 break;
888 case 3:
889 case 4:
890 strcat (retbuf, "(fast movement)");
891 break;
892 case 5:
893 case 6:
894 strcat (retbuf, "(very fast movement)");
895 break;
896 case 7:
897 case 8:
898 case 9:
899 case 10:
900 strcat (retbuf, "(extremely fast movement)");
901 break;
902 default:
903 strcat (retbuf, "(lightning fast movement)");
904 break;
905 }
906 }
907 if (QUERY_FLAG (op, FLAG_UNDEAD))
908 strcat (retbuf, "(undead)");
909 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
910 strcat (retbuf, "(see invisible)");
911 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
912 strcat (retbuf, "(wield weapon)");
913 if (QUERY_FLAG (op, FLAG_USE_BOW))
914 strcat (retbuf, "(archer)");
915 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
916 strcat (retbuf, "(wear armour)");
917 if (QUERY_FLAG (op, FLAG_USE_RING))
918 strcat (retbuf, "(wear ring)");
919 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
920 strcat (retbuf, "(read scroll)");
921 if (QUERY_FLAG (op, FLAG_USE_RANGE))
922 strcat (retbuf, "(fires wand/rod/horn)");
923 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
924 strcat (retbuf, "(skill user)");
925 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
926 strcat (retbuf, "(spellcaster)");
927 if (QUERY_FLAG (op, FLAG_FRIENDLY))
928 strcat (retbuf, "(friendly)");
929 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
930 strcat (retbuf, "(unaggressive)");
931 if (QUERY_FLAG (op, FLAG_HITBACK))
932 strcat (retbuf, "(hitback)");
933 if (QUERY_FLAG (op, FLAG_STEALTH))
934 strcat (retbuf, "(stealthy)");
935 if (op->randomitems != NULL)
936 {
937 treasure *t;
938 int first = 1;
939
940 for (t = op->randomitems->items; t != NULL; t = t->next)
941 if (t->item && t->item->clone.type == SPELL)
942 {
943 if (first)
944 {
945 first = 0;
946 strcat (retbuf, "(Spell abilities:)");
947 }
948 strcat (retbuf, "(");
949 strcat (retbuf, t->item->clone.name);
950 strcat (retbuf, ")");
951 }
952 }
953 if (op->type == PLAYER)
954 {
955 if (op->contr->digestion)
956 {
957 if (op->contr->digestion != 0)
958 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
959 strcat (retbuf, buf);
960 }
961 if (op->contr->gen_grace)
962 {
963 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
964 strcat (retbuf, buf);
965 }
966 if (op->contr->gen_sp)
967 {
968 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
969 strcat (retbuf, buf);
970 }
971 if (op->contr->gen_hp)
972 {
973 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
974 strcat (retbuf, buf);
975 }
976 if (op->stats.luck)
977 {
978 sprintf (buf, "(luck%+d)", op->stats.luck);
979 strcat (retbuf, buf);
980 }
981 }
982
983 /* describe attacktypes */
984 if (is_dragon_pl (op))
985 {
986 /* for dragon players display the attacktypes from clawing skill
987 * Break apart the for loop - move the comparison checking down -
988 * this makes it more readable.
989 */
990 object *tmp;
991
992 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
993 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
994 break;
995
996 if (tmp && tmp->attacktype != 0)
997 {
998 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
999 }
1000 else
1001 {
1002 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1003 }
1004 }
1005 else
1006 {
1007 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1008 }
1009 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1010 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1011 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1012 for (i = 0; i < NROFATTACKS; i++)
1013 {
1014 if (op->resist[i])
1015 {
1016 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1017 strcat (retbuf, buf);
1018 }
1019 }
1020 return retbuf;
1021 }
1022
1023
1024 /*
1025 * Returns a pointer to a static buffer which contains a
1026 * description of the given object.
1027 * If it is a monster, lots of information about its abilities
1028 * will be returned.
1029 * If it is an item, lots of information about which abilities
1030 * will be gained about its user will be returned.
1031 * If it is a player, it writes out the current abilities
1032 * of the player, which is usually gained by the items applied.
1033 * It would be really handy to actually pass another object
1034 * pointer on who is examining this object. Then, you could reveal
1035 * certain information depending on what the examiner knows, eg,
1036 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1037 * a dragon player examining food. Could have things like
1038 * a dwarven axe, in which the full abilities are only known to
1039 * dwarves, etc.
1040 *
1041 * This function is really much more complicated than it should
1042 * be, because different objects have different meanings
1043 * for the same field (eg, wands use 'food' for charges). This
1044 * means these special cases need to be worked out.
1045 *
1046 * Add 'owner' who is the person examining this object.
1047 * owner can be null if no one is being associated with this
1048 * item (eg, debug dump or the like)
1049 */
1050
1051 char *
1052 describe_item (const object *op, object *owner)
1053 {
1054 char buf[MAX_BUF];
1055 static char retbuf[VERY_BIG_BUF];
1056 int identified, i;
1057
1058 retbuf[0] = '\0';
1059 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1060 {
1061 return describe_monster (op);
1062 }
1063 /* figure this out once, instead of making multiple calls to need_identify.
1064 * also makes the code easier to read.
1065 */
1066 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1067 identified = 1;
1068 else
1069 {
1070 strcpy (retbuf, "(unidentified)");
1071 identified = 0;
1072 }
1073 switch (op->type)
1074 {
1075 case BOW:
1076 case ARROW:
1077 case WAND:
1078 case ROD:
1079 case HORN:
1080 case WEAPON:
1081 case ARMOUR:
1082 case HELMET:
1083 case SHIELD:
1084 case BOOTS:
1085 case GLOVES:
1086 case GIRDLE:
1087 case BRACERS:
1088 case CLOAK:
1089 case SKILL_TOOL:
1090 break; /* We have more information to do below this switch */
1091
1092 case POWER_CRYSTAL:
1093 if (op->stats.maxsp > 1000)
1094 { /*higher capacity crystals */
1095 i = (op->stats.maxsp % 100) / 10;
1096 if (i)
1097 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1098 else
1099 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1100 }
1101 else
1102 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1103 strcat (retbuf, buf);
1104 i = (op->stats.sp * 10) / op->stats.maxsp;
1105 if (op->stats.sp == 0)
1106 strcat (retbuf, "empty.");
1107 else if (i == 0)
1108 strcat (retbuf, "almost empty.");
1109 else if (i < 3)
1110 strcat (retbuf, "partially filled.");
1111 else if (i < 6)
1112 strcat (retbuf, "half full.");
1113 else if (i < 9)
1114 strcat (retbuf, "well charged.");
1115 else if (op->stats.sp == op->stats.maxsp)
1116 strcat (retbuf, "fully charged.");
1117 else
1118 strcat (retbuf, "almost full.");
1119 break;
1120 case FOOD:
1121 case FLESH:
1122 case DRINK:
1123 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1124 {
1125 sprintf (buf, "(food+%d)", op->stats.food);
1126 strcat (retbuf, buf);
1127
1128 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1129 {
1130 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1131 strcat (retbuf, buf);
1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_CURSED))
1135 {
1136 if (op->stats.hp)
1137 strcat (retbuf, "(heals)");
1138 if (op->stats.sp)
1139 strcat (retbuf, "(spellpoint regen)");
1140 }
1141 else
1142 {
1143 if (op->stats.hp)
1144 strcat (retbuf, "(damages)");
1145 if (op->stats.sp)
1146 strcat (retbuf, "(spellpoint depletion)");
1147 }
1148 }
1149 break;
1150
1151
1152 case SKILL:
1153 case RING:
1154 case AMULET:
1155 if (op->item_power)
1156 {
1157 sprintf (buf, "(item_power %+d)", op->item_power);
1158 strcat (retbuf, buf);
1159 }
1160 if (op->title)
1161 strcat (retbuf, ring_desc (op));
1162 return retbuf;
1163
1164 default:
1165 return retbuf;
1166 }
1167
1168 /* Down here, we more further describe equipment type items.
1169 * only describe them if they have been identified or the like.
1170 */
1171 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1172 {
1173 int attr, val;
1174
1175 for (attr = 0; attr < NUM_STATS; attr++)
1176 {
1177 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1178 {
1179 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1180 strcat (retbuf, buf);
1181 }
1182 }
1183
1184 if (op->stats.exp)
1185 {
1186 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1187 strcat (retbuf, buf);
1188 }
1189
1190
1191 switch (op->type)
1192 {
1193 case BOW:
1194 case ARROW:
1195 case GIRDLE:
1196 case HELMET:
1197 case SHIELD:
1198 case BOOTS:
1199 case GLOVES:
1200 case WEAPON:
1201 case SKILL:
1202 case RING:
1203 case AMULET:
1204 case ARMOUR:
1205 case BRACERS:
1206 case FORCE:
1207 case CLOAK:
1208 if (op->stats.wc)
1209 {
1210 sprintf (buf, "(wc%+d)", op->stats.wc);
1211 strcat (retbuf, buf);
1212 }
1213 if (op->stats.dam)
1214 {
1215 sprintf (buf, "(dam%+d)", op->stats.dam);
1216 strcat (retbuf, buf);
1217 }
1218 if (op->stats.ac)
1219 {
1220 sprintf (buf, "(ac%+d)", op->stats.ac);
1221 strcat (retbuf, buf);
1222 }
1223 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1224 {
1225 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1226 strcat (retbuf, buf);
1227 }
1228 break;
1229
1230 default:
1231 break;
1232 }
1233 if (QUERY_FLAG (op, FLAG_XRAYS))
1234 strcat (retbuf, "(xray-vision)");
1235 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1236 strcat (retbuf, "(infravision)");
1237
1238 /* levitate was what is was before, so we'll keep it */
1239 if (op->move_type & MOVE_FLY_LOW)
1240 strcat (retbuf, "(levitate)");
1241
1242 if (op->move_type & MOVE_FLY_HIGH)
1243 strcat (retbuf, "(fly)");
1244
1245 if (op->move_type & MOVE_SWIM)
1246 strcat (retbuf, "(swim)");
1247
1248 /* walking is presumed as 'normal', so doesn't need mentioning */
1249
1250 if (op->item_power)
1251 {
1252 sprintf (buf, "(item_power %+d)", op->item_power);
1253 strcat (retbuf, buf);
1254 }
1255 } /* End if identified or applied */
1256
1257 /* This blocks only deals with fully identified object.
1258 * it is intentional that this is not an 'else' from a above -
1259 * in this way, information is added.
1260 */
1261 if (identified)
1262 {
1263 int more_info = 0;
1264
1265 switch (op->type)
1266 {
1267 case ROD: /* These use stats.sp for spell selection and stats.food */
1268 case HORN: /* and stats.hp for spell-point regeneration... */
1269 case BOW:
1270 case ARROW:
1271 case WAND:
1272 case FOOD:
1273 case FLESH:
1274 case DRINK:
1275 more_info = 0;
1276 break;
1277
1278 /* Armor type objects */
1279 case ARMOUR:
1280 case HELMET:
1281 case SHIELD:
1282 case BOOTS:
1283 case GLOVES:
1284 case GIRDLE:
1285 case BRACERS:
1286 case CLOAK:
1287 if (ARMOUR_SPEED (op))
1288 {
1289 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1290 strcat (retbuf, buf);
1291 }
1292 if (ARMOUR_SPELLS (op))
1293 {
1294 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1295 strcat (retbuf, buf);
1296 }
1297 more_info = 1;
1298 break;
1299
1300 case WEAPON:
1301 /* Calculate it the same way fix_player does so the results
1302 * make sense.
1303 */
1304 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1305 if (i < 0)
1306 i = 0;
1307
1308 sprintf (buf, "(weapon speed %d)", i);
1309 strcat (retbuf, buf);
1310 more_info = 1;
1311 break;
1312
1313 }
1314 if (more_info)
1315 {
1316 if (op->stats.food)
1317 {
1318 if (op->stats.food != 0)
1319 sprintf (buf, "(sustenance%+d)", op->stats.food);
1320 strcat (retbuf, buf);
1321 }
1322 if (op->stats.grace)
1323 {
1324 sprintf (buf, "(grace%+d)", op->stats.grace);
1325 strcat (retbuf, buf);
1326 }
1327 if (op->stats.sp)
1328 {
1329 sprintf (buf, "(magic%+d)", op->stats.sp);
1330 strcat (retbuf, buf);
1331 }
1332 if (op->stats.hp)
1333 {
1334 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1335 strcat (retbuf, buf);
1336 }
1337 }
1338
1339 if (op->stats.luck)
1340 {
1341 sprintf (buf, "(luck%+d)", op->stats.luck);
1342 strcat (retbuf, buf);
1343 }
1344 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1345 strcat (retbuf, "(lifesaving)");
1346 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1347 strcat (retbuf, "(reflect spells)");
1348 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1349 strcat (retbuf, "(reflect missiles)");
1350 if (QUERY_FLAG (op, FLAG_STEALTH))
1351 strcat (retbuf, "(stealth)");
1352 if (op->slaying != NULL && op->type != FOOD)
1353 {
1354 sprintf (buf, "(slay %s)", &op->slaying);
1355 strcat (retbuf, buf);
1356 }
1357 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1358 /* resistance on flesh is only visible for quetzals. If
1359 * non flesh, everyone can see its resistances
1360 */
1361 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1362 strcat (retbuf, describe_resistance (op, 0));
1363 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1364 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1365 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1366 }
1367
1368 return retbuf;
1369 }
1370
1371 /* Return true if the item is magical. A magical item is one that
1372 * increases/decreases any abilities, provides a resistance,
1373 * has a generic magical bonus, or is an artifact.
1374 * This function is used by detect_magic to determine if an item
1375 * should be marked as magical.
1376 */
1377
1378 int
1379 is_magical (const object *op)
1380 {
1381 int i;
1382
1383 /* living creatures are considered non magical */
1384 if (QUERY_FLAG (op, FLAG_ALIVE))
1385 return 0;
1386
1387 /* This is a test for it being an artifact, as artifacts have titles */
1388 if (op->title != NULL)
1389 return 1;
1390
1391 /* Handle rings and amulets specially. If they change any of these
1392 * values, it means they are magical.
1393 */
1394 if ((op->type == AMULET || op->type == RING) &&
1395 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1396 return 1;
1397
1398 /* Check for stealty, speed, flying, or just plain magic in the boots */
1399 /* Presume any boots that hvae a move_type are special. */
1400 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1401 return 1;
1402
1403 /* Take care of amulet/shield that reflects spells/missiles */
1404 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1405 return 1;
1406
1407 /* Take care of helmet of xrays */
1408 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1409 return 1;
1410
1411 /* Potions & rods are always magical. Wands/staves are also magical,
1412 * assuming they still have any charges left.
1413 */
1414 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1415 return 1;
1416
1417 /* if something gives a protection, either positive or negative, its magical */
1418 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1419 * so this always works out fine.
1420 */
1421 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1422 if (op->resist[i])
1423 return 1;
1424
1425 /* Physical protection is expected on some item types, so they should
1426 * not be considered magical.
1427 */
1428 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1429 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1430 return 1;
1431
1432 /* power crystal, spellbooks, and scrolls are always magical. */
1433 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1434 return 1;
1435
1436 /* Check to see if it increases/decreases any stats */
1437 for (i = 0; i < NUM_STATS; i++)
1438 if (get_attr_value (&(op->stats), i) != 0)
1439 return 1;
1440
1441 /* If it doesn't fall into any of the above categories, must
1442 * be non magical.
1443 */
1444 return 0;
1445 }
1446
1447 /* need_identify returns true if the item should be identified. This
1448 * function really should not exist - by default, any item not identified
1449 * should need it.
1450 */
1451
1452 int
1453 need_identify (const object *op)
1454 {
1455 switch (op->type)
1456 {
1457 case RING:
1458 case WAND:
1459 case ROD:
1460 case HORN:
1461 case SCROLL:
1462 case SKILL:
1463 case SKILLSCROLL:
1464 case SPELLBOOK:
1465 case FOOD:
1466 case POTION:
1467 case BOW:
1468 case ARROW:
1469 case WEAPON:
1470 case ARMOUR:
1471 case SHIELD:
1472 case HELMET:
1473 case AMULET:
1474 case BOOTS:
1475 case GLOVES:
1476 case BRACERS:
1477 case GIRDLE:
1478 case CONTAINER:
1479 case DRINK:
1480 case FLESH:
1481 case INORGANIC:
1482 case CLOSE_CON:
1483 case CLOAK:
1484 case GEM:
1485 case POWER_CRYSTAL:
1486 case POISON:
1487 case BOOK:
1488 case SKILL_TOOL:
1489 return 1;
1490 }
1491 /* Try to track down some stuff that may show up here. Thus, the
1492 * archetype file can be updated, and this function removed.
1493 */
1494 #if 0
1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1496 #endif
1497 return 0;
1498 }
1499
1500 /*
1501 * Supposed to fix face-values as well here, but later.
1502 */
1503 void
1504 identify (object *op)
1505 {
1506 object *pl;
1507
1508 SET_FLAG (op, FLAG_IDENTIFIED);
1509 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1510 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1511
1512 /*
1513 * We want autojoining of equal objects:
1514 */
1515 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1516 SET_FLAG (op, FLAG_KNOWN_CURSED);
1517
1518 if (op->type == POTION)
1519 {
1520 if (op->inv && op->randomitems)
1521 op->title = op->inv->name;
1522 else if (op->arch)
1523 {
1524 op->name = op->arch->clone.name;
1525 op->name_pl = op->arch->clone.name_pl;
1526 }
1527 }
1528
1529 /* If the object is on a map, make sure we update its face */
1530 if (op->map)
1531 update_object (op, UP_OBJ_FACE);
1532 else
1533 {
1534 pl = op->in_player ();
1535 if (pl)
1536 /* A lot of the values can change from an update - might as well send
1537 * it all.
1538 */
1539 esrv_send_item (pl, op);
1540 }
1541 }
1542