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/cvs/deliantra/server/common/item.C
Revision: 1.39
Committed: Tue Jul 10 05:51:37 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.38: +351 -558 lines
Log Message:
- improve dynbuf implementation further
- save now saves shstrs longer than HUGE_BUF, lets fix any brokenness remaining
  in the server...
- converted most describe_*-functions to dynbuf_text, making them likely
  faster (or maybe slower), while removing any hardcoded length limit.
- memory allocated for static dynbuf's is not being returned ever (at least
  not the initial chunk, maybe fix this?)
- implement framework for predeclared const shstrs for comparison purposes
  (shstrinc.h).
- enabled and enforced new material code.
- implement hack to clean up book titles.
- increases HUGE_BUF to 10240, to be similar to mac network packet size.

File Contents

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