ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.32
Committed: Fri May 11 08:08:02 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +5 -3 lines
Log Message:
- fix long-standong power crystal bug: the code evidently
  equated "k" with "*100" instead of "*1000".

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" , "You can use it as your range weapon" , "It is used as a range weapon"},
53 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"},
54 {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"},
56 {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"},
57 {"body_head" , "You can wear it on your head" , "It goes on a human's head"},
58 {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"},
59 {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"},
60 {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} ,
61 {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"},
62 {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"},
63 {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"},
64 {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"},
65 {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"},
66 /*{"body_dragon_torso", "your body", "a dragon's body"} */
67 };
68
69 static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72 "eighteen", "nineteen", "twenty"
73 };
74
75 static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety"
78 };
79
80 static char levelnumbers[21][20] = {
81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
84 "nineteen", "twentieth"
85 };
86
87 static char levelnumbers_10[11][20] = {
88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89 "seventieth", "eightieth", "ninetieth"
90 };
91
92 /* The following is a large table of item types, the fields are:
93 * item number, item name, item name (plural), and two numbers that are the skills
94 * used to identify them. Anytime a new item type is added or removed, this list
95 * should be altered to reflect that. The defines for the numerical values are in
96 * define.h
97 */
98 static const typedata item_types[] = {
99 {PLAYER, "player", "players", 0, 0},
100 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
101 {TREASURE, "treasure", "treasure", 0, 0},
102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
103 {FOOD, "food", "food", SK_WOODSMAN, 0},
104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
105 {BOOK, "book", "books", SK_LITERACY, 0},
106 {CLOCK, "clock", "clocks", 0, 0},
107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
108 {BOW, "bow", "bows", SK_BOWYER, 0},
109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
112 {ALTAR, "altar", "altars", 0, 0},
113 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
114 {SPECIAL_KEY, "special key", "special keys", 0, 0},
115 {MAP, "map", "maps", 0, 0},
116 {DOOR, "door", "doors", 0, 0},
117 {KEY, "key", "keys", 0, 0},
118 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
119 {TRIGGER, "trigger", "triggers", 0, 0},
120 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
121 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
122 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
123 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
124 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
125 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
126 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
127 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
128 {MONEY, "money", "money", 0, 0},
129 {CLASS, "class", "classes", 0, 0},
130 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
134 {CREATOR, "creator", "creators", 0, 0},
135 {SKILL, "skill", "skills", 0, 0},
136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
137 {GOLEM, "golem", "golems", 0, 0},
138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
139 {BLINDNESS, "blindness", "blindness", 0, 0},
140 {GOD, "god", "gods", 0, 0},
141 {DETECTOR, "detector", "detectors", 0, 0},
142 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
143 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
144 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
145 {MARKER, "marker", "markers", 0, 0},
146 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
147 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
148 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
149 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
150 {GEM, "gem", "gems", SK_JEWELER, 0},
151 {FIREWALL, "firewall", "firewalls", 0, 0},
152 {ANVIL, "anvil", "anvils", 0, 0},
153 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
154 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
155 {EXIT, "exit", "exits", 0, 0},
156 {ENCOUNTER, "encounter", "encounters", 0, 0},
157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159 {RING, "ring", "rings", SK_JEWELER, 0},
160 {FLOOR, "floor", "floors", 0, 0},
161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164 {LIGHTER, "lighter", "lighters", 0, 0},
165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
180 {SPELL, "spell", "spells", 0, 0},
181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
182 {CONVERTER, "converter", "converters", 0, 0},
183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
184 {POISONING, "poisoning", "poisonings", 0, 0},
185 {SAVEBED, "savebed", "savebeds", 0, 0},
186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
188 {DIRECTOR, "director", "directors", 0, 0},
189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
190 {FORCE, "force", "forces", 0, 0},
191 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
192 {CLOSE_CON, "closed container", "closed container", 0, 0},
193 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
194 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
195 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
196 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
197 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
198 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
199 {MENU, "inventory list", "inventory lists", 0, 0},
200 {RUNE, "rune", "runes", 0, 0},
201 {TRAP, "trap", "traps", 0, 0},
202 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
203 {CORPSE, "corpse", "corpses", 0, 0},
204 {DISEASE, "disease", "diseases", 0, 0},
205 {SYMPTOM, "symptom", "symptoms", 0, 0},
206 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209 };
210
211 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
212
213 materialtype_t *materialt;
214
215 /*
216 materialtype material[NROFMATERIALS] = {
217 * P M F E C C A D W G P S P T F C D D C C G H B I *
218 * H A I L O O C R E H O L A U E A E E H O O O L N *
219 * Y G R E L N I A A O I O R R A N P A A U D L I T *
220 * S I E C D F D I P S S W A N R C L T O N Y N R *
221 * I C T U N O T O L E E H S T P D N *
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}}
235 };
236 */
237
238 /* This curve may be too steep. But the point is that there should
239 * be tough choices - there is no real point to this if everyone can
240 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to
242 * have 2 * level instead. Ideally, top level characters should only be
243 * able to use 2-3 of the most powerful items.
244 * note that this table is only really used for program generated items -
245 * custom objects can use whatever they want.
246 */
247 static int enc_to_item_power[21] = {
248 0, 0, 1, 2, 3, 4, /* 5 */
249 5, 7, 9, 11, 13, /* 10 */
250 15, 18, 21, 24, 27, /* 15 */
251 30, 35, 40, 45, 50 /* 20 */
252 };
253
254 int
255 get_power_from_ench (int ench)
256 {
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench];
261 }
262
263 /* This takes an object 'op' and figures out what its item_power
264 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns
266 * the item_power it calculates.
267 * If flag is 1, we return the number of enchantment, and not the
268 * the power. This is used in the treasure code.
269 */
270 int
271 calc_item_power (const object *op, int flag)
272 {
273 int i, tmp, enc;
274
275 enc = 0;
276 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i);
278
279 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against
283 */
284 tmp = 0;
285 for (i = 1; i < NROFATTACKS; i++)
286 tmp += op->resist[i];
287
288 /* Add/substract 10 so that the rounding works out right */
289 if (tmp > 0)
290 enc += (tmp + 10) / 20;
291 else if (tmp < 0)
292 enc += (tmp - 10) / 20;
293
294 enc += op->magic;
295
296 /* For each attacktype a weapon has, one more encantment. Start at 1 -
297 * physical doesn't count against total.
298 */
299 if (op->type == WEAPON)
300 {
301 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i))
303 enc++;
304 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */
306 }
307 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312 {
313 enc += op->stats.food; /* sustenance */
314 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */
318 }
319 enc += op->stats.luck;
320
321 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i))
325 enc++;
326 else if (op->path_denied & (1 << i))
327 enc -= 2;
328 else if (op->path_repelled & (1 << i))
329 enc--;
330 }
331
332 if (QUERY_FLAG (op, FLAG_LIFESAVE))
333 enc += 5;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
335 enc += 3;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
337 enc += 2;
338 if (QUERY_FLAG (op, FLAG_STEALTH))
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346
347 return get_power_from_ench (enc);
348 }
349
350 /* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */
352 const typedata *
353 get_typedata (int itemtype)
354 {
355 int i;
356
357 for (i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype)
359 return &item_types[i];
360 return NULL;
361 }
362
363 /* returns the typedata that has a name equal to itemtype, if there
364 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */
366 const typedata *
367 get_typedata_by_name (const char *name)
368 {
369 int i;
370
371 for (i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name))
373 return &item_types[i];
374 for (i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name))
376 {
377 LOG (llevInfo,
378 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
379 return &item_types[i];
380 }
381 return NULL;
382 }
383
384 /* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return
386 * a big buffer.
387 * if newline is true, we don't put parens around the description
388 * but do put a newline at the end. Useful when dumping to files
389 */
390 const char *
391 describe_resistance (const object *op, int newline)
392 {
393 static char buf[VERY_BIG_BUF];
394 char buf1[VERY_BIG_BUF];
395 int tmpvar;
396
397 buf[0] = 0;
398 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
399 {
400 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
401 {
402 if (!newline)
403 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
404 else
405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406
407 strcat (buf, buf1);
408 }
409 }
410 return buf;
411 }
412
413
414 /*
415 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object.
417 * The buffer will be overwritten by the next call to query_weight().
418 */
419 const char *
420 query_weight (const object *op)
421 {
422 static char buf[10];
423 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
424
425 if (op->weight < 0)
426 return " ";
427
428 if (i % 1000)
429 sprintf (buf, "%6.1f", i / 1000.0);
430 else
431 sprintf (buf, "%4d ", i / 1000);
432
433 return buf;
434 }
435
436 /*
437 * Returns the pointer to a static buffer containing
438 * the number requested (of the form first, second, third...)
439 */
440 const char *
441 get_levelnumber (int i)
442 {
443 static char buf[MAX_BUF];
444
445 if (i > 99)
446 {
447 sprintf (buf, "%d.", i);
448 return buf;
449 }
450
451 if (i < 21)
452 return levelnumbers[i];
453 if (!(i % 10))
454 return levelnumbers_10[i / 10];
455
456 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]);
458 return buf;
459 }
460
461 /*
462 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number().
465 * It is currently only used by the query_name() function.
466 */
467 const char *
468 get_number (int i)
469 {
470 if (i <= 20)
471 return numbers[i];
472 else
473 {
474 static char buf[MAX_BUF];
475
476 sprintf (buf, "%d", i);
477 return buf;
478 }
479 }
480
481 /*
482 * Returns pointer to static buffer containing ring's or amulet's
483 * abilities
484 * These are taken from old query_name(), but it would work better
485 * if describle_item() would be called to get this information and
486 * caller would handle FULL_RING_DESCRIPTION definition.
487 * Or make FULL_RING_DESCRIPTION standard part of a game and let
488 * client handle names.
489 */
490
491 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
492 * from stats.sp - b.t.
493 */
494 const char *
495 ring_desc (const object *op)
496 {
497 static char buf[VERY_BIG_BUF];
498 int attr, val, len;
499
500 buf[0] = 0;
501
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf;
504
505 for (attr = 0; attr < NUM_STATS; attr++)
506 {
507 if ((val = get_attr_value (&(op->stats), attr)) != 0)
508 {
509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
510 }
511 }
512
513 if (op->stats.exp)
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515 if (op->stats.wc)
516 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
517 if (op->stats.dam)
518 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
519 if (op->stats.ac)
520 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
521
522 strcat (buf, describe_resistance (op, 0));
523
524 if (op->stats.food != 0)
525 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
526 /* else if (op->stats.food < 0)
527 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
528 if (op->stats.grace)
529 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
530 if (op->stats.sp && op->type != SKILL)
531 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
532 if (op->stats.hp)
533 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
534 if (op->stats.luck)
535 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
536 if (QUERY_FLAG (op, FLAG_LIFESAVE))
537 strcat (buf, "(lifesaving)");
538 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
539 strcat (buf, "(reflect spells)");
540 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
541 strcat (buf, "(reflect missiles)");
542 if (QUERY_FLAG (op, FLAG_STEALTH))
543 strcat (buf, "(stealth)");
544
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 const 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 const char *
650 query_name (const object *op)
651 {
652 static char buf[5][HUGE_BUF]; // OMFG
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
690 /* Basically, if the object is known magical (detect magic spell on it),
691 * and it isn't identified, print out the fact that
692 * it is magical. Assume that the detect magical spell will only set
693 * KNOWN_MAGICAL if the item actually is magical.
694 *
695 * Changed in V 0.91.4 - still print that the object is magical even
696 * if it has been applied. Equipping an item does not tell full
697 * abilities, especially for artifact items.
698 */
699 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
700 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
701
702 #if 0
703 /* item_power will be returned in desribe_item - it shouldn't really
704 * be returned in the name.
705 */
706 if (op->item_power)
707 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
708
709 #endif
710
711 if (QUERY_FLAG (op, FLAG_APPLIED))
712 {
713 switch (op->type)
714 {
715 case BOW:
716 case WAND:
717 case ROD:
718 case HORN:
719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
720 break;
721 case WEAPON:
722 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
723 break;
724 case ARMOUR:
725 case HELMET:
726 case SHIELD:
727 case RING:
728 case BOOTS:
729 case GLOVES:
730 case AMULET:
731 case GIRDLE:
732 case BRACERS:
733 case CLOAK:
734 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
735 break;
736 case CONTAINER:
737 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
738 break;
739 case SKILL:
740 default:
741 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
742 }
743 }
744
745 if (QUERY_FLAG (op, FLAG_UNPAID))
746 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
747
748 return buf [use_buf];
749 }
750
751 /*
752 * query_base_name(object) returns a character pointer pointing to a static
753 * buffer which contains a verbose textual representation of the name
754 * of the given object. The buffer will be overwritten at the next
755 * call to query_base_name(). This is a lot like query_name, but we
756 * don't include the item count or item status. Used for inventory sorting
757 * and sending to client.
758 * If plural is set, we generate the plural name of this.
759 */
760 const char *
761 query_base_name (const object *op, int plural)
762 {
763 static char buf[MAX_BUF], buf2[MAX_BUF];
764 int len;
765 materialtype_t *mt;
766
767 if ((!plural && !op->name) || (plural && !op->name_pl))
768 return "(null)";
769
770 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
771 return op->name; /* To speed things up (or make things slower?) */
772
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
774 mt = name_to_material (op->materialname);
775
776 #ifdef NEW_MATERIAL_CODE
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
779 {
780 strcpy (buf, mt->description);
781 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural)
784 safe_strcat (buf, op->name, &len, MAX_BUF);
785 else
786 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
787 }
788 else
789 {
790 #endif
791 if (!plural)
792 assign (buf, op->name);
793 else
794 assign (buf, op->name_pl);
795
796 len = strlen (buf);
797 #ifdef NEW_MATERIAL_CODE
798 }
799 #endif
800
801 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
802 {
803 safe_strcat (buf, " ", &len, MAX_BUF);
804 safe_strcat (buf, op->title, &len, MAX_BUF);
805 }
806
807 switch (op->type)
808 {
809 case SPELLBOOK:
810 case SCROLL:
811 case WAND:
812 case ROD:
813 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
814 {
815 if (!op->title)
816 {
817 safe_strcat (buf, " of ", &len, MAX_BUF);
818 if (op->inv)
819 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
820 else
821 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
822 }
823 if (op->type != SPELLBOOK)
824 {
825 sprintf (buf2, " (lvl %d)", op->level);
826 safe_strcat (buf, buf2, &len, MAX_BUF);
827 }
828 }
829 break;
830
831
832 case SKILL:
833 case AMULET:
834 case RING:
835 if (!op->title)
836 {
837 /* If ring has a title, full description isn't so useful */
838 const char *s = ring_desc (op);
839
840 if (s[0])
841 {
842 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF);
844 }
845 }
846 break;
847
848 default:
849 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
850 sprintf (buf + strlen (buf), " %+d", op->magic);
851 }
852
853 return buf;
854 }
855
856 /* Break this off from describe_item - that function was way
857 * too long, making it difficult to read. This function deals
858 * with describing the monsters & players abilities. It should only
859 * be called with monster & player objects. Returns a description
860 * in a static buffer.
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 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
998 else
999 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1000 }
1001 else
1002 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1003
1004 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1005 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1006 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1007
1008 for (i = 0; i < NROFATTACKS; i++)
1009 if (op->resist[i])
1010 {
1011 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1012 strcat (retbuf, buf);
1013 }
1014
1015 return retbuf;
1016 }
1017
1018
1019 /*
1020 * Returns a pointer to a static buffer which contains a
1021 * description of the given object.
1022 * If it is a monster, lots of information about its abilities
1023 * will be returned.
1024 * If it is an item, lots of information about which abilities
1025 * will be gained about its user will be returned.
1026 * If it is a player, it writes out the current abilities
1027 * of the player, which is usually gained by the items applied.
1028 * It would be really handy to actually pass another object
1029 * pointer on who is examining this object. Then, you could reveal
1030 * certain information depending on what the examiner knows, eg,
1031 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1032 * a dragon player examining food. Could have things like
1033 * a dwarven axe, in which the full abilities are only known to
1034 * dwarves, etc.
1035 *
1036 * This function is really much more complicated than it should
1037 * be, because different objects have different meanings
1038 * for the same field (eg, wands use 'food' for charges). This
1039 * means these special cases need to be worked out.
1040 *
1041 * Add 'owner' who is the person examining this object.
1042 * owner can be null if no one is being associated with this
1043 * item (eg, debug dump or the like)
1044 */
1045 const char *
1046 describe_item (const object *op, object *owner)
1047 {
1048 char buf[MAX_BUF];
1049 static char retbuf[VERY_BIG_BUF];
1050 int identified, i;
1051
1052 retbuf[0] = '\0';
1053 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1054 {
1055 return describe_monster (op);
1056 }
1057 /* figure this out once, instead of making multiple calls to need_identify.
1058 * also makes the code easier to read.
1059 */
1060 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1061 identified = 1;
1062 else
1063 {
1064 strcpy (retbuf, "(unidentified)");
1065 identified = 0;
1066 }
1067 switch (op->type)
1068 {
1069 case BOW:
1070 case ARROW:
1071 case WAND:
1072 case ROD:
1073 case HORN:
1074 case WEAPON:
1075 case ARMOUR:
1076 case HELMET:
1077 case SHIELD:
1078 case BOOTS:
1079 case GLOVES:
1080 case GIRDLE:
1081 case BRACERS:
1082 case CLOAK:
1083 case SKILL_TOOL:
1084 break; /* We have more information to do below this switch */
1085
1086 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 1000) / 100;
1090
1091 if (i)
1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1093 else
1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1095 }
1096 else
1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1098
1099 strcat (retbuf, buf);
1100 i = (op->stats.sp * 10) / op->stats.maxsp;
1101 if (op->stats.sp == 0)
1102 strcat (retbuf, "empty.");
1103 else if (i == 0)
1104 strcat (retbuf, "almost empty.");
1105 else if (i < 3)
1106 strcat (retbuf, "partially filled.");
1107 else if (i < 6)
1108 strcat (retbuf, "half full.");
1109 else if (i < 9)
1110 strcat (retbuf, "well charged.");
1111 else if (op->stats.sp == op->stats.maxsp)
1112 strcat (retbuf, "fully charged.");
1113 else
1114 strcat (retbuf, "almost full.");
1115 break;
1116 case FOOD:
1117 case FLESH:
1118 case DRINK:
1119 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1120 {
1121 sprintf (buf, "(food+%d)", op->stats.food);
1122 strcat (retbuf, buf);
1123
1124 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1125 {
1126 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1127 strcat (retbuf, buf);
1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_CURSED))
1131 {
1132 if (op->stats.hp)
1133 strcat (retbuf, "(heals)");
1134 if (op->stats.sp)
1135 strcat (retbuf, "(spellpoint regen)");
1136 }
1137 else
1138 {
1139 if (op->stats.hp)
1140 strcat (retbuf, "(damages)");
1141 if (op->stats.sp)
1142 strcat (retbuf, "(spellpoint depletion)");
1143 }
1144 }
1145 break;
1146
1147
1148 case SKILL:
1149 case RING:
1150 case AMULET:
1151 if (op->item_power)
1152 {
1153 sprintf (buf, "(item_power %+d)", op->item_power);
1154 strcat (retbuf, buf);
1155 }
1156 if (op->title)
1157 strcat (retbuf, ring_desc (op));
1158 return retbuf;
1159
1160 default:
1161 return retbuf;
1162 }
1163
1164 /* Down here, we more further describe equipment type items.
1165 * only describe them if they have been identified or the like.
1166 */
1167 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1168 {
1169 int attr, val;
1170
1171 for (attr = 0; attr < NUM_STATS; attr++)
1172 {
1173 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1174 {
1175 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1176 strcat (retbuf, buf);
1177 }
1178 }
1179
1180 if (op->stats.exp)
1181 {
1182 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1183 strcat (retbuf, buf);
1184 }
1185
1186
1187 switch (op->type)
1188 {
1189 case BOW:
1190 case ARROW:
1191 case GIRDLE:
1192 case HELMET:
1193 case SHIELD:
1194 case BOOTS:
1195 case GLOVES:
1196 case WEAPON:
1197 case SKILL:
1198 case RING:
1199 case AMULET:
1200 case ARMOUR:
1201 case BRACERS:
1202 case FORCE:
1203 case CLOAK:
1204 if (op->stats.wc)
1205 {
1206 sprintf (buf, "(wc%+d)", op->stats.wc);
1207 strcat (retbuf, buf);
1208 }
1209 if (op->stats.dam)
1210 {
1211 sprintf (buf, "(dam%+d)", op->stats.dam);
1212 strcat (retbuf, buf);
1213 }
1214 if (op->stats.ac)
1215 {
1216 sprintf (buf, "(ac%+d)", op->stats.ac);
1217 strcat (retbuf, buf);
1218 }
1219 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1220 {
1221 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1222 strcat (retbuf, buf);
1223 }
1224 break;
1225
1226 default:
1227 break;
1228 }
1229 if (QUERY_FLAG (op, FLAG_XRAYS))
1230 strcat (retbuf, "(xray-vision)");
1231 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1232 strcat (retbuf, "(infravision)");
1233
1234 /* levitate was what is was before, so we'll keep it */
1235 if (op->move_type & MOVE_FLY_LOW)
1236 strcat (retbuf, "(levitate)");
1237
1238 if (op->move_type & MOVE_FLY_HIGH)
1239 strcat (retbuf, "(fly)");
1240
1241 if (op->move_type & MOVE_SWIM)
1242 strcat (retbuf, "(swim)");
1243
1244 /* walking is presumed as 'normal', so doesn't need mentioning */
1245
1246 if (op->item_power)
1247 {
1248 sprintf (buf, "(item_power %+d)", op->item_power);
1249 strcat (retbuf, buf);
1250 }
1251 } /* End if identified or applied */
1252
1253 /* This blocks only deals with fully identified object.
1254 * it is intentional that this is not an 'else' from a above -
1255 * in this way, information is added.
1256 */
1257 if (identified)
1258 {
1259 int more_info = 0;
1260
1261 switch (op->type)
1262 {
1263 case ROD: /* These use stats.sp for spell selection and stats.food */
1264 case HORN: /* and stats.hp for spell-point regeneration... */
1265 case BOW:
1266 case ARROW:
1267 case WAND:
1268 case FOOD:
1269 case FLESH:
1270 case DRINK:
1271 more_info = 0;
1272 break;
1273
1274 /* Armor type objects */
1275 case ARMOUR:
1276 case HELMET:
1277 case SHIELD:
1278 case BOOTS:
1279 case GLOVES:
1280 case GIRDLE:
1281 case BRACERS:
1282 case CLOAK:
1283 if (ARMOUR_SPEED (op))
1284 {
1285 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1286 strcat (retbuf, buf);
1287 }
1288 if (ARMOUR_SPELLS (op))
1289 {
1290 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1291 strcat (retbuf, buf);
1292 }
1293 more_info = 1;
1294 break;
1295
1296 case WEAPON:
1297 /* Calculate it the same way fix_player does so the results
1298 * make sense.
1299 */
1300 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1301 if (i < 0)
1302 i = 0;
1303
1304 sprintf (buf, "(weapon speed %d)", i);
1305 strcat (retbuf, buf);
1306 more_info = 1;
1307 break;
1308
1309 }
1310 if (more_info)
1311 {
1312 if (op->stats.food)
1313 {
1314 if (op->stats.food != 0)
1315 sprintf (buf, "(sustenance%+d)", op->stats.food);
1316 strcat (retbuf, buf);
1317 }
1318 if (op->stats.grace)
1319 {
1320 sprintf (buf, "(grace%+d)", op->stats.grace);
1321 strcat (retbuf, buf);
1322 }
1323 if (op->stats.sp)
1324 {
1325 sprintf (buf, "(magic%+d)", op->stats.sp);
1326 strcat (retbuf, buf);
1327 }
1328 if (op->stats.hp)
1329 {
1330 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1331 strcat (retbuf, buf);
1332 }
1333 }
1334
1335 if (op->stats.luck)
1336 {
1337 sprintf (buf, "(luck%+d)", op->stats.luck);
1338 strcat (retbuf, buf);
1339 }
1340 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1341 strcat (retbuf, "(lifesaving)");
1342 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1343 strcat (retbuf, "(reflect spells)");
1344 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1345 strcat (retbuf, "(reflect missiles)");
1346 if (QUERY_FLAG (op, FLAG_STEALTH))
1347 strcat (retbuf, "(stealth)");
1348 if (op->slaying != NULL && op->type != FOOD)
1349 {
1350 sprintf (buf, "(slay %s)", &op->slaying);
1351 strcat (retbuf, buf);
1352 }
1353 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1354 /* resistance on flesh is only visible for quetzals. If
1355 * non flesh, everyone can see its resistances
1356 */
1357 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1358 strcat (retbuf, describe_resistance (op, 0));
1359 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1360 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1361 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1362 }
1363
1364 return retbuf;
1365 }
1366
1367 std::string
1368 object::describe_item (object *who)
1369 {
1370 return std::string (::describe_item (this, who));
1371 }
1372
1373 /* Return true if the item is magical. A magical item is one that
1374 * increases/decreases any abilities, provides a resistance,
1375 * has a generic magical bonus, or is an artifact.
1376 * This function is used by detect_magic to determine if an item
1377 * should be marked as magical.
1378 */
1379
1380 int
1381 is_magical (const object *op)
1382 {
1383 int i;
1384
1385 /* living creatures are considered non magical */
1386 if (QUERY_FLAG (op, FLAG_ALIVE))
1387 return 0;
1388
1389 /* This is a test for it being an artifact, as artifacts have titles */
1390 if (op->title != NULL)
1391 return 1;
1392
1393 /* Handle rings and amulets specially. If they change any of these
1394 * values, it means they are magical.
1395 */
1396 if ((op->type == AMULET || op->type == RING) &&
1397 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1398 return 1;
1399
1400 /* Check for stealty, speed, flying, or just plain magic in the boots */
1401 /* Presume any boots that hvae a move_type are special. */
1402 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1403 return 1;
1404
1405 /* Take care of amulet/shield that reflects spells/missiles */
1406 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1407 return 1;
1408
1409 /* Take care of helmet of xrays */
1410 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1411 return 1;
1412
1413 /* Potions & rods are always magical. Wands/staves are also magical,
1414 * assuming they still have any charges left.
1415 */
1416 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1417 return 1;
1418
1419 /* if something gives a protection, either positive or negative, its magical */
1420 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1421 * so this always works out fine.
1422 */
1423 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1424 if (op->resist[i])
1425 return 1;
1426
1427 /* Physical protection is expected on some item types, so they should
1428 * not be considered magical.
1429 */
1430 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1431 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1432 return 1;
1433
1434 /* power crystal, spellbooks, and scrolls are always magical. */
1435 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1436 return 1;
1437
1438 /* Check to see if it increases/decreases any stats */
1439 for (i = 0; i < NUM_STATS; i++)
1440 if (get_attr_value (&(op->stats), i) != 0)
1441 return 1;
1442
1443 /* If it doesn't fall into any of the above categories, must
1444 * be non magical.
1445 */
1446 return 0;
1447 }
1448
1449 /* need_identify returns true if the item should be identified. This
1450 * function really should not exist - by default, any item not identified
1451 * should need it.
1452 */
1453
1454 int
1455 need_identify (const object *op)
1456 {
1457 switch (op->type)
1458 {
1459 case RING:
1460 case WAND:
1461 case ROD:
1462 case HORN:
1463 case SCROLL:
1464 case SKILL:
1465 case SKILLSCROLL:
1466 case SPELLBOOK:
1467 case FOOD:
1468 case POTION:
1469 case BOW:
1470 case ARROW:
1471 case WEAPON:
1472 case ARMOUR:
1473 case SHIELD:
1474 case HELMET:
1475 case AMULET:
1476 case BOOTS:
1477 case GLOVES:
1478 case BRACERS:
1479 case GIRDLE:
1480 case CONTAINER:
1481 case DRINK:
1482 case FLESH:
1483 case INORGANIC:
1484 case CLOSE_CON:
1485 case CLOAK:
1486 case GEM:
1487 case POWER_CRYSTAL:
1488 case POISON:
1489 case BOOK:
1490 case SKILL_TOOL:
1491 return 1;
1492 }
1493 /* Try to track down some stuff that may show up here. Thus, the
1494 * archetype file can be updated, and this function removed.
1495 */
1496 #if 0
1497 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1498 #endif
1499 return 0;
1500 }
1501
1502 /*
1503 * Supposed to fix face-values as well here, but later.
1504 */
1505 void
1506 identify (object *op)
1507 {
1508 object *pl;
1509
1510 SET_FLAG (op, FLAG_IDENTIFIED);
1511 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1512 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1513
1514 /*
1515 * We want autojoining of equal objects:
1516 */
1517 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1518 SET_FLAG (op, FLAG_KNOWN_CURSED);
1519
1520 if (op->type == POTION)
1521 {
1522 if (op->inv && op->randomitems)
1523 op->title = op->inv->name;
1524 else if (op->arch)
1525 {
1526 op->name = op->arch->clone.name;
1527 op->name_pl = op->arch->clone.name_pl;
1528 }
1529 }
1530
1531 /* If the object is on a map, make sure we update its face */
1532 if (op->map)
1533 update_object (op, UP_OBJ_CHANGE);
1534 else
1535 {
1536 pl = op->in_player ();
1537 if (pl)
1538 /* A lot of the values can change from an update - might as well send
1539 * it all.
1540 */
1541 esrv_send_item (pl, op);
1542 }
1543 }
1544