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/cvs/deliantra/server/common/item.C
Revision: 1.29
Committed: Thu May 3 04:50:26 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +2 -3 lines
Log Message:
- skill system is looking as if it were going somewhere, slowly.
- support a regex argument to who to limit user reports.

File Contents

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