ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.4
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +1064 -911 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_item_c =
4 * "$Id: item.C,v 1.3 2006-09-03 00:18:40 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <funcpoint.h>
32 #include <living.h>
33 #include <spells.h>
34
35 /* the ordering of this is actually doesn't make a difference
36 * However, for ease of use, new entries should go at the end
37 * so those people that debug the code that get used to something
38 * being in the location 4 don't get confused.
39 *
40 * The ordering in save_name, use_name, nonuse_name.
41 * save_name is the name used to load/save it from files. It should
42 * match that of the doc/Developers/objects. The only
43 * real limitation is that it shouldn't have spaces or other characters
44 * that may mess up the match code. It must also start with body_
45 * use_name is how we describe the location if we can use it.
46 * nonuse_name is how we describe it if we can't use it. I think
47 * the values below will make it pretty clear how those work out
48 * They are basically there to make life a little easier - if a character
49 * examines an item and it says it goes on 'your arm', its pretty clear
50 * they can use it. See the last sample (commented out) for a dragon
51 * Note that using the term 'human' may not be very accurate, humanoid
52 * may be better.
53 * Basically, for the use/nonuse, the code does something like:
54 * "This item goes %s\n", with the use/nonuse values filling in the %s
55 */
56 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"body_range", "in your range slot", "in a human's range slot"}
58 ,
59 {"body_arm", "on your arm", "on a human's arm"}
60 ,
61 {"body_torso", "on your body", "on a human's torso"}
62 ,
63 {"body_head", "on your head", "on a human's head"}
64 ,
65 {"body_neck", "around your neck", "around a humans neck"}
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"}
68 ,
69 {"body_finger", "on your finger", "on a human's finger"}
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"}
72 ,
73 {"body_foot", "on your feet", "on a human's feet"}
74 ,
75 {"body_hand", "on your hands", "on a human's hands"}
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"}
78 ,
79 {"body_waist", "around your waist", "around a human's waist"}
80 ,
81
82 /*{"body_dragon_torso", "your body", "a dragon's body"} */
83 };
84
85 static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
87 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
88 "eighteen", "nineteen", "twenty"
89 };
90
91 static char numbers_10[10][20] = {
92 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
93 "eighty", "ninety"
94 };
95
96 static char levelnumbers[21][20] = {
97 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
98 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
99 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
100 "nineteen", "twentieth"
101 };
102
103 static char levelnumbers_10[11][20] = {
104 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
105 "seventieth", "eightieth", "ninetieth"
106 };
107
108 /* The following is a large table of item types, the fields are:
109 * item number, item name, item name (plural), and two numbers that are the skills
110 * used to identify them. Anytime a new item type is added or removed, this list
111 * should be altered to reflect that. The defines for the numerical values are in
112 * define.h
113 */
114 static const typedata item_types[] = {
115 {PLAYER, "player", "players", 0, 0},
116 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
117 {TREASURE, "treasure", "treasure", 0, 0},
118 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0},
129 {ALTAR, "altar", "altars", 0, 0},
130 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
131 {SPECIAL_KEY, "special key", "special keys", 0, 0},
132 {MAP, "map", "maps", 0, 0},
133 {DOOR, "door", "doors", 0, 0},
134 {KEY, "key", "keys", 0, 0},
135 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
136 {TRIGGER, "trigger", "triggers", 0, 0},
137 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
138 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
139 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
140 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
141 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
142 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
143 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
144 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
145 {MONEY, "money", "money", 0, 0},
146 {CLASS, "class", "classes", 0, 0},
147 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0},
159 {DETECTOR, "detector", "detectors", 0, 0},
160 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
161 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
162 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
163 {MARKER, "marker", "markers", 0, 0},
164 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
165 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
166 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
167 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
168 {GEM, "gem", "gems", SK_JEWELER, 0},
169 {FIREWALL, "firewall", "firewalls", 0, 0},
170 {ANVIL, "anvil", "anvils", 0, 0},
171 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
172 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
173 {EXIT, "exit", "exits", 0, 0},
174 {ENCOUNTER, "encounter", "encounters", 0, 0},
175 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
176 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
177 {RING, "ring", "rings", SK_JEWELER, 0},
178 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
199 {HOLE, "hole", "holes", 0, 0},
200 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
201 {SIGN, "sign", "signs", 0, 0},
202 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
203 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
204 {SPELL, "spell", "spells", 0, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0},
217 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
218 {CLOSE_CON, "closed container", "closed container", 0, 0},
219 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
220 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
221 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
222 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
223 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
224 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
225 {MENU, "inventory list", "inventory lists", 0, 0},
226 {RUNE, "rune", "runes", 0, 0},
227 {TRAP, "trap", "traps", 0, 0},
228 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
229 {CORPSE, "corpse", "corpses", 0, 0},
230 {DISEASE, "disease", "diseases", 0, 0},
231 {SYMPTOM, "symptom", "symptoms", 0, 0},
232 {BUILDER, "item builder", "item builders", 0, 0},
233 {MATERIAL, "building material", "building materials", 0, 0},
234 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
235 };
236
237 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
238
239 materialtype_t *materialt;
240
241 /*
242 materialtype material[NROFMATERIALS] = {
243 * P M F E C C A D W G P S P T F C D D C C G H B I *
244 * H A I L O O C R E H O L A U E A E E H O O O L N *
245 * Y G R E L N I A A O I O R R A N P A A U D L I T *
246 * S I E C D F D I P S S W A N R C L T O N Y N R *
247 * I C T U N O T O L E E H S T P D N *
248 {"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}},
249 {"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}},
250 {"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}},
251 {"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}},
252 {"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}},
253 {"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}},
254 {"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}},
255 {"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}},
256 {"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}},
257 {"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}},
258 {"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}},
259 {"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}},
260 {"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}}
261 };
262 */
263
264 /* This curve may be too steep. But the point is that there should
265 * be tough choices - there is no real point to this if everyone can
266 * wear whatever they want with no worries. Perhaps having the steep
267 * curve is good (maybe even steeper), but allowing players to
268 * have 2 * level instead. Ideally, top level characters should only be
269 * able to use 2-3 of the most powerful items.
270 * note that this table is only really used for program generated items -
271 * custom objects can use whatever they want.
272 */
273 static int enc_to_item_power[21] = {
274 0, 0, 1, 2, 3, 4, /* 5 */
275 5, 7, 9, 11, 13, /* 10 */
276 15, 18, 21, 24, 27, /* 15 */
277 30, 35, 40, 45, 50 /* 20 */
278 };
279
280 int
281 get_power_from_ench (int ench)
282 {
283 if (ench < 0)
284 ench = 0;
285 if (ench > 20)
286 ench = 20;
287 return enc_to_item_power[ench];
288 }
289
290 /* This takes an object 'op' and figures out what its item_power
291 * rating should be. This should only really be used by the treasure
292 * generation code, and when loading legacy objects. It returns
293 * the item_power it calculates.
294 * If flag is 1, we return the number of enchantment, and not the
295 * the power. This is used in the treasure code.
296 */
297 int
298 calc_item_power (const object *op, int flag)
299 {
300 int i, tmp, enc;
301
302 enc = 0;
303 for (i = 0; i < NUM_STATS; i++)
304 enc += get_attr_value (&op->stats, i);
305
306 /* This protection logic is pretty flawed. 20% fire resistance
307 * is much more valuable than 20% confusion, or 20% slow, or
308 * several others. Start at 1 - ignore physical - all that normal
309 * armour shouldn't be counted against
310 */
311 tmp = 0;
312 for (i = 1; i < NROFATTACKS; i++)
313 tmp += op->resist[i];
314
315 /* Add/substract 10 so that the rounding works out right */
316 if (tmp > 0)
317 enc += (tmp + 10) / 20;
318 else if (tmp < 0)
319 enc += (tmp - 10) / 20;
320
321 enc += op->magic;
322
323 /* For each attacktype a weapon has, one more encantment. Start at 1 -
324 * physical doesn't count against total.
325 */
326 if (op->type == WEAPON)
327 {
328 for (i = 1; i < NROFATTACKS; i++)
329 if (op->attacktype & (1 << i))
330 enc++;
331 if (op->slaying)
332 enc += 2; /* What it slays is probably more relevent */
333 }
334 /* Items the player can equip */
335 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
336 (op->type == SHIELD) || (op->type == RING) ||
337 (op->type == BOOTS) || (op->type == GLOVES) ||
338 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
339 {
340 enc += op->stats.food; /* sustenance */
341 enc += op->stats.hp; /* hp regen */
342 enc += op->stats.sp; /* mana regen */
343 enc += op->stats.grace; /* grace regen */
344 enc += op->stats.exp; /* speed bonus */
345 }
346 enc += op->stats.luck;
347
348 /* Do spell paths now */
349 for (i = 1; i < NRSPELLPATHS; i++)
350 {
351 if (op->path_attuned & (1 << i))
352 enc++;
353 else if (op->path_denied & (1 << i))
354 enc -= 2;
355 else if (op->path_repelled & (1 << i))
356 enc--;
357 }
358
359 if (QUERY_FLAG (op, FLAG_LIFESAVE))
360 enc += 5;
361 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
362 enc += 3;
363 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
364 enc += 2;
365 if (QUERY_FLAG (op, FLAG_STEALTH))
366 enc += 1;
367 if (QUERY_FLAG (op, FLAG_XRAYS))
368 enc += 2;
369 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 enc += 1;
371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
372 enc += 1;
373
374 return get_power_from_ench (enc);
375
376 }
377
378 /* returns the typedata that has a number equal to itemtype, if there
379 * isn't one, returns NULL */
380
381 const typedata *
382 get_typedata (int itemtype)
383 {
384 int i;
385
386 for (i = 0; i < item_types_size; i++)
387 if (item_types[i].number == itemtype)
388 return &item_types[i];
389 return NULL;
390 }
391
392 /* returns the typedata that has a name equal to itemtype, if there
393 * isn't one, return the plural name that matches, if there still isn't
394 * one return NULL */
395
396 const typedata *
397 get_typedata_by_name (const char *name)
398 {
399 int i;
400
401 for (i = 0; i < item_types_size; i++)
402 if (!strcmp (item_types[i].name, name))
403 return &item_types[i];
404 for (i = 0; i < item_types_size; i++)
405 if (!strcmp (item_types[i].name_pl, name))
406 {
407 LOG (llevInfo,
408 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
409 return &item_types[i];
410 }
411 return NULL;
412 }
413
414 /* describe_resistance generates the visible naming for resistances.
415 * returns a static array of the description. This can return
416 * a big buffer.
417 * if newline is true, we don't put parens around the description
418 * but do put a newline at the end. Useful when dumping to files
419 */
420 char *
421 describe_resistance (const object *op, int newline)
422 {
423 static char buf[VERY_BIG_BUF];
424 char buf1[VERY_BIG_BUF];
425 int tmpvar;
426
427 buf[0] = 0;
428 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
429 {
430 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
431 {
432 if (!newline)
433 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
434 else
435 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
436
437 strcat (buf, buf1);
438 }
439 }
440 return buf;
441 }
442
443
444 /*
445 * query_weight(object) returns a character pointer to a static buffer
446 * containing the text-representation of the weight of the given object.
447 * The buffer will be overwritten by the next call to query_weight().
448 */
449
450 char *
451 query_weight (const object *op)
452 {
453 static char buf[10];
454 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
455
456 if (op->weight < 0)
457 return " ";
458 if (i % 1000)
459 sprintf (buf, "%6.1f", i / 1000.0);
460 else
461 sprintf (buf, "%4d ", i / 1000);
462 return buf;
463 }
464
465 /*
466 * Returns the pointer to a static buffer containing
467 * the number requested (of the form first, second, third...)
468 */
469
470 char *
471 get_levelnumber (int i)
472 {
473 static char buf[MAX_BUF];
474
475 if (i > 99)
476 {
477 sprintf (buf, "%d.", i);
478 return buf;
479 }
480 if (i < 21)
481 return levelnumbers[i];
482 if (!(i % 10))
483 return levelnumbers_10[i / 10];
484 strcpy (buf, numbers_10[i / 10]);
485 strcat (buf, levelnumbers[i % 10]);
486 return buf;
487 }
488
489
490 /*
491 * get_number(integer) returns the text-representation of the given number
492 * in a static buffer. The buffer might be overwritten at the next
493 * call to get_number().
494 * It is currently only used by the query_name() function.
495 */
496
497 char *
498 get_number (int i)
499 {
500 if (i <= 20)
501 return numbers[i];
502 else
503 {
504 static char buf[MAX_BUF];
505
506 sprintf (buf, "%d", i);
507 return buf;
508 }
509 }
510
511 /*
512 * Returns pointer to static buffer containing ring's or amulet's
513 * abilities
514 * These are taken from old query_name(), but it would work better
515 * if describle_item() would be called to get this information and
516 * caller would handle FULL_RING_DESCRIPTION definition.
517 * Or make FULL_RING_DESCRIPTION standard part of a game and let
518 * client handle names.
519 */
520
521 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
522 * from stats.sp - b.t.
523 */
524 char *
525 ring_desc (const object *op)
526 {
527 static char buf[VERY_BIG_BUF];
528 int attr, val, len;
529
530 buf[0] = 0;
531
532 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
533 return buf;
534
535 for (attr = 0; attr < NUM_STATS; attr++)
536 {
537 if ((val = get_attr_value (&(op->stats), attr)) != 0)
538 {
539 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
540 }
541 }
542 if (op->stats.exp)
543 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
544 if (op->stats.wc)
545 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
546 if (op->stats.dam)
547 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
548 if (op->stats.ac)
549 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
550
551 strcat (buf, describe_resistance (op, 0));
552
553 if (op->stats.food != 0)
554 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
555 /* else if (op->stats.food < 0)
556 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
557 if (op->stats.grace)
558 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
559 if (op->stats.sp && op->type != SKILL)
560 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
561 if (op->stats.hp)
562 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
563 if (op->stats.luck)
564 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
565 if (QUERY_FLAG (op, FLAG_LIFESAVE))
566 strcat (buf, "(lifesaving)");
567 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
568 strcat (buf, "(reflect spells)");
569 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
570 strcat (buf, "(reflect missiles)");
571 if (QUERY_FLAG (op, FLAG_STEALTH))
572 strcat (buf, "(stealth)");
573 /* Shorten some of the names, so they appear better in the windows */
574 len = strlen (buf);
575 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
576 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
577 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
578
579 /* if(op->item_power)
580 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
581 */
582 if (buf[0] == 0 && op->type != SKILL)
583 strcpy (buf, "of adornment");
584
585
586 return buf;
587 }
588
589 /*
590 * query_short_name(object) is similar to query_name, but doesn't
591 * contain any information about object status (worn/cursed/etc.)
592 */
593 const char *
594 query_short_name (const object *op)
595 {
596 static char buf[HUGE_BUF];
597 char buf2[HUGE_BUF];
598 int len = 0;
599
600 if (op->name == NULL)
601 return "(null)";
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
603 return op->name; /* To speed things up (or make things slower?) */
604
605 if (op->nrof <= 1)
606 safe_strcat (buf, op->name, &len, HUGE_BUF);
607 else
608 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
609
610 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
611 {
612 safe_strcat (buf, " ", &len, HUGE_BUF);
613 safe_strcat (buf, op->title, &len, HUGE_BUF);
614 }
615
616 switch (op->type)
617 {
618 case SPELLBOOK:
619 case SCROLL:
620 case WAND:
621 case ROD:
622 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
623 {
624 if (!op->title)
625 {
626 safe_strcat (buf, " of ", &len, HUGE_BUF);
627 if (op->inv)
628 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
629 else
630 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
631 }
632 if (op->type != SPELLBOOK)
633 {
634 sprintf (buf2, " (lvl %d)", op->level);
635 safe_strcat (buf, buf2, &len, HUGE_BUF);
636 }
637 }
638 break;
639
640 case SKILL:
641 case AMULET:
642 case RING:
643 if (!op->title)
644 {
645 /* If ring has a title, full description isn't so useful */
646 char *s = ring_desc (op);
647
648 if (s[0])
649 {
650 safe_strcat (buf, " ", &len, HUGE_BUF);
651 safe_strcat (buf, s, &len, HUGE_BUF);
652 }
653 }
654 break;
655 default:
656 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
657 {
658 sprintf (buf2, " %+d", op->magic);
659 safe_strcat (buf, buf2, &len, HUGE_BUF);
660 }
661 }
662 return buf;
663 }
664
665 /*
666 * query_name(object) returns a character pointer pointing to a static
667 * buffer which contains a verbose textual representation of the name
668 * of the given object.
669 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
670 * you can make several calls to query_name before the bufs start getting
671 * overwritten. This may be a bad thing (it may be easier to assume the value
672 * returned is good forever.) However, it makes printing statements that
673 * use several names much easier (don't need to store them to temp variables.)
674 *
675 */
676 char *
677 query_name (const object *op)
678 {
679 static char buf[5][HUGE_BUF];
680 static int use_buf = 0;
681 int len = 0;
682
683 #ifdef NEW_MATERIAL_CODE
684 materialtype_t *mt;
685 #endif
686
687 use_buf++;
688 use_buf %= 5;
689
690 #ifdef NEW_MATERIAL_CODE
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
692 {
693 mt = name_to_material (op->materialname);
694 if (mt)
695 {
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
697 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
698 }
699 }
700 #endif
701
702 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
703
704 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
705 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
706 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
707 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
708
709 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
710 {
711 if (QUERY_FLAG (op, FLAG_DAMNED))
712 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
713 else if (QUERY_FLAG (op, FLAG_CURSED))
714 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
715 }
716 /* Basically, if the object is known magical (detect magic spell on it),
717 * and it isn't identified, print out the fact that
718 * it is magical. Assume that the detect magical spell will only set
719 * KNOWN_MAGICAL if the item actually is magical.
720 *
721 * Changed in V 0.91.4 - still print that the object is magical even
722 * if it has been applied. Equipping an item does not tell full
723 * abilities, especially for artifact items.
724 */
725 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
726 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
727
728 #if 0
729 /* item_power will be returned in desribe_item - it shouldn't really
730 * be returned in the name.
731 */
732 if (op->item_power)
733 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
734
735 #endif
736
737 if (QUERY_FLAG (op, FLAG_APPLIED))
738 {
739 switch (op->type)
740 {
741 case BOW:
742 case WAND:
743 case ROD:
744 case HORN:
745 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
746 break;
747 case WEAPON:
748 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
749 break;
750 case ARMOUR:
751 case HELMET:
752 case SHIELD:
753 case RING:
754 case BOOTS:
755 case GLOVES:
756 case AMULET:
757 case GIRDLE:
758 case BRACERS:
759 case CLOAK:
760 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
761 break;
762 case CONTAINER:
763 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
764 break;
765 case SKILL:
766 default:
767 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
768 }
769 }
770 if (QUERY_FLAG (op, FLAG_UNPAID))
771 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
772
773 return buf[use_buf];
774 }
775
776 /*
777 * query_base_name(object) returns a character pointer pointing to a static
778 * buffer which contains a verbose textual representation of the name
779 * of the given object. The buffer will be overwritten at the next
780 * call to query_base_name(). This is a lot like query_name, but we
781 * don't include the item count or item status. Used for inventory sorting
782 * and sending to client.
783 * If plural is set, we generate the plural name of this.
784 */
785 const char *
786 query_base_name (const object *op, int plural)
787 {
788 static char buf[MAX_BUF], buf2[MAX_BUF];
789 int len;
790 materialtype_t *mt;
791
792 if ((!plural && !op->name) || (plural && !op->name_pl))
793 return "(null)";
794
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
796 return op->name; /* To speed things up (or make things slower?) */
797
798 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
799 mt = name_to_material (op->materialname);
800
801 #ifdef NEW_MATERIAL_CODE
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
804 {
805 strcpy (buf, mt->description);
806 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF);
808 if (!plural)
809 safe_strcat (buf, op->name, &len, MAX_BUF);
810 else
811 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
812 }
813 else
814 {
815 #endif
816 if (!plural)
817 strcpy (buf, op->name);
818 else
819 strcpy (buf, op->name_pl);
820 len = strlen (buf);
821 #ifdef NEW_MATERIAL_CODE
822 }
823 #endif
824
825 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
826 {
827 safe_strcat (buf, " ", &len, MAX_BUF);
828 safe_strcat (buf, op->title, &len, MAX_BUF);
829 }
830
831 switch (op->type)
832 {
833 case SPELLBOOK:
834 case SCROLL:
835 case WAND:
836 case ROD:
837 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
838 {
839 if (!op->title)
840 {
841 safe_strcat (buf, " of ", &len, MAX_BUF);
842 if (op->inv)
843 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
844 else
845 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
846 }
847 if (op->type != SPELLBOOK)
848 {
849 sprintf (buf2, " (lvl %d)", op->level);
850 safe_strcat (buf, buf2, &len, MAX_BUF);
851 }
852 }
853 break;
854
855
856 case SKILL:
857 case AMULET:
858 case RING:
859 if (!op->title)
860 {
861 /* If ring has a title, full description isn't so useful */
862 char *s = ring_desc (op);
863
864 if (s[0])
865 {
866 safe_strcat (buf, " ", &len, MAX_BUF);
867 safe_strcat (buf, s, &len, MAX_BUF);
868 }
869 }
870 break;
871 default:
872 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
873 {
874 sprintf (buf + strlen (buf), " %+d", op->magic);
875 }
876 }
877 return buf;
878 }
879
880 /* Break this off from describe_item - that function was way
881 * too long, making it difficult to read. This function deals
882 * with describing the monsters & players abilities. It should only
883 * be called with monster & player objects. Returns a description
884 * in a static buffer.
885 */
886
887 static char *
888 describe_monster (const object *op)
889 {
890 char buf[MAX_BUF];
891 static char retbuf[VERY_BIG_BUF];
892 int i;
893
894 retbuf[0] = '\0';
895
896 /* Note that the resolution this provides for players really isn't
897 * very good. Any player with a speed greater than .67 will
898 * fall into the 'lightning fast movement' category.
899 */
900 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
901 {
902 switch ((int) ((FABS (op->speed)) * 15))
903 {
904 case 0:
905 strcat (retbuf, "(very slow movement)");
906 break;
907 case 1:
908 strcat (retbuf, "(slow movement)");
909 break;
910 case 2:
911 strcat (retbuf, "(normal movement)");
912 break;
913 case 3:
914 case 4:
915 strcat (retbuf, "(fast movement)");
916 break;
917 case 5:
918 case 6:
919 strcat (retbuf, "(very fast movement)");
920 break;
921 case 7:
922 case 8:
923 case 9:
924 case 10:
925 strcat (retbuf, "(extremely fast movement)");
926 break;
927 default:
928 strcat (retbuf, "(lightning fast movement)");
929 break;
930 }
931 }
932 if (QUERY_FLAG (op, FLAG_UNDEAD))
933 strcat (retbuf, "(undead)");
934 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
935 strcat (retbuf, "(see invisible)");
936 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
937 strcat (retbuf, "(wield weapon)");
938 if (QUERY_FLAG (op, FLAG_USE_BOW))
939 strcat (retbuf, "(archer)");
940 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
941 strcat (retbuf, "(wear armour)");
942 if (QUERY_FLAG (op, FLAG_USE_RING))
943 strcat (retbuf, "(wear ring)");
944 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
945 strcat (retbuf, "(read scroll)");
946 if (QUERY_FLAG (op, FLAG_USE_RANGE))
947 strcat (retbuf, "(fires wand/rod/horn)");
948 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
949 strcat (retbuf, "(skill user)");
950 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
951 strcat (retbuf, "(spellcaster)");
952 if (QUERY_FLAG (op, FLAG_FRIENDLY))
953 strcat (retbuf, "(friendly)");
954 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
955 strcat (retbuf, "(unaggressive)");
956 if (QUERY_FLAG (op, FLAG_HITBACK))
957 strcat (retbuf, "(hitback)");
958 if (QUERY_FLAG (op, FLAG_STEALTH))
959 strcat (retbuf, "(stealthy)");
960 if (op->randomitems != NULL)
961 {
962 treasure *t;
963 int first = 1;
964
965 for (t = op->randomitems->items; t != NULL; t = t->next)
966 if (t->item && (t->item->clone.type == SPELL))
967 {
968 if (first)
969 {
970 first = 0;
971 strcat (retbuf, "(Spell abilities:)");
972 }
973 strcat (retbuf, "(");
974 strcat (retbuf, t->item->clone.name);
975 strcat (retbuf, ")");
976 }
977 }
978 if (op->type == PLAYER)
979 {
980 if (op->contr->digestion)
981 {
982 if (op->contr->digestion != 0)
983 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
984 strcat (retbuf, buf);
985 }
986 if (op->contr->gen_grace)
987 {
988 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
989 strcat (retbuf, buf);
990 }
991 if (op->contr->gen_sp)
992 {
993 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
994 strcat (retbuf, buf);
995 }
996 if (op->contr->gen_hp)
997 {
998 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
999 strcat (retbuf, buf);
1000 }
1001 if (op->stats.luck)
1002 {
1003 sprintf (buf, "(luck%+d)", op->stats.luck);
1004 strcat (retbuf, buf);
1005 }
1006 }
1007
1008 /* describe attacktypes */
1009 if (is_dragon_pl (op))
1010 {
1011 /* for dragon players display the attacktypes from clawing skill
1012 * Break apart the for loop - move the comparison checking down -
1013 * this makes it more readable.
1014 */
1015 object *tmp;
1016
1017 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1018 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1019 break;
1020
1021 if (tmp && tmp->attacktype != 0)
1022 {
1023 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1024 }
1025 else
1026 {
1027 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1028 }
1029 }
1030 else
1031 {
1032 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1033 }
1034 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1035 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1036 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1037 for (i = 0; i < NROFATTACKS; i++)
1038 {
1039 if (op->resist[i])
1040 {
1041 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1042 strcat (retbuf, buf);
1043 }
1044 }
1045 return retbuf;
1046 }
1047
1048
1049 /*
1050 * Returns a pointer to a static buffer which contains a
1051 * description of the given object.
1052 * If it is a monster, lots of information about its abilities
1053 * will be returned.
1054 * If it is an item, lots of information about which abilities
1055 * will be gained about its user will be returned.
1056 * If it is a player, it writes out the current abilities
1057 * of the player, which is usually gained by the items applied.
1058 * It would be really handy to actually pass another object
1059 * pointer on who is examining this object. Then, you could reveal
1060 * certain information depending on what the examiner knows, eg,
1061 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1062 * a dragon player examining food. Could have things like
1063 * a dwarven axe, in which the full abilities are only known to
1064 * dwarves, etc.
1065 *
1066 * This function is really much more complicated than it should
1067 * be, because different objects have different meanings
1068 * for the same field (eg, wands use 'food' for charges). This
1069 * means these special cases need to be worked out.
1070 *
1071 * Add 'owner' who is the person examining this object.
1072 * owner can be null if no one is being associated with this
1073 * item (eg, debug dump or the like)
1074 */
1075
1076 char *
1077 describe_item (const object *op, object *owner)
1078 {
1079 char buf[MAX_BUF];
1080 static char retbuf[VERY_BIG_BUF];
1081 int identified, i;
1082
1083 retbuf[0] = '\0';
1084 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1085 {
1086 return describe_monster (op);
1087 }
1088 /* figure this out once, instead of making multiple calls to need_identify.
1089 * also makes the code easier to read.
1090 */
1091 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1092 identified = 1;
1093 else
1094 {
1095 strcpy (retbuf, "(unidentified)");
1096 identified = 0;
1097 }
1098 switch (op->type)
1099 {
1100 case BOW:
1101 case ARROW:
1102 case WAND:
1103 case ROD:
1104 case HORN:
1105 case WEAPON:
1106 case ARMOUR:
1107 case HELMET:
1108 case SHIELD:
1109 case BOOTS:
1110 case GLOVES:
1111 case GIRDLE:
1112 case BRACERS:
1113 case CLOAK:
1114 case SKILL_TOOL:
1115 break; /* We have more information to do below this switch */
1116
1117 case POWER_CRYSTAL:
1118 if (op->stats.maxsp > 1000)
1119 { /*higher capacity crystals */
1120 i = (op->stats.maxsp % 100) / 10;
1121 if (i)
1122 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1123 else
1124 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1125 }
1126 else
1127 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1128 strcat (retbuf, buf);
1129 i = (op->stats.sp * 10) / op->stats.maxsp;
1130 if (op->stats.sp == 0)
1131 strcat (retbuf, "empty.");
1132 else if (i == 0)
1133 strcat (retbuf, "almost empty.");
1134 else if (i < 3)
1135 strcat (retbuf, "partially filled.");
1136 else if (i < 6)
1137 strcat (retbuf, "half full.");
1138 else if (i < 9)
1139 strcat (retbuf, "well charged.");
1140 else if (op->stats.sp == op->stats.maxsp)
1141 strcat (retbuf, "fully charged.");
1142 else
1143 strcat (retbuf, "almost full.");
1144 break;
1145 case FOOD:
1146 case FLESH:
1147 case DRINK:
1148 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1149 {
1150 sprintf (buf, "(food+%d)", op->stats.food);
1151 strcat (retbuf, buf);
1152
1153 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1154 {
1155 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1156 strcat (retbuf, buf);
1157 }
1158
1159 if (!QUERY_FLAG (op, FLAG_CURSED))
1160 {
1161 if (op->stats.hp)
1162 strcat (retbuf, "(heals)");
1163 if (op->stats.sp)
1164 strcat (retbuf, "(spellpoint regen)");
1165 }
1166 else
1167 {
1168 if (op->stats.hp)
1169 strcat (retbuf, "(damages)");
1170 if (op->stats.sp)
1171 strcat (retbuf, "(spellpoint depletion)");
1172 }
1173 }
1174 break;
1175
1176
1177 case SKILL:
1178 case RING:
1179 case AMULET:
1180 if (op->item_power)
1181 {
1182 sprintf (buf, "(item_power %+d)", op->item_power);
1183 strcat (retbuf, buf);
1184 }
1185 if (op->title)
1186 strcat (retbuf, ring_desc (op));
1187 return retbuf;
1188
1189 default:
1190 return retbuf;
1191 }
1192
1193 /* Down here, we more further describe equipment type items.
1194 * only describe them if they have been identified or the like.
1195 */
1196 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1197 {
1198 int attr, val;
1199
1200 for (attr = 0; attr < NUM_STATS; attr++)
1201 {
1202 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1203 {
1204 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1205 strcat (retbuf, buf);
1206 }
1207 }
1208
1209 if (op->stats.exp)
1210 {
1211 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1212 strcat (retbuf, buf);
1213 }
1214
1215
1216 switch (op->type)
1217 {
1218 case BOW:
1219 case ARROW:
1220 case GIRDLE:
1221 case HELMET:
1222 case SHIELD:
1223 case BOOTS:
1224 case GLOVES:
1225 case WEAPON:
1226 case SKILL:
1227 case RING:
1228 case AMULET:
1229 case ARMOUR:
1230 case BRACERS:
1231 case FORCE:
1232 case CLOAK:
1233 if (op->stats.wc)
1234 {
1235 sprintf (buf, "(wc%+d)", op->stats.wc);
1236 strcat (retbuf, buf);
1237 }
1238 if (op->stats.dam)
1239 {
1240 sprintf (buf, "(dam%+d)", op->stats.dam);
1241 strcat (retbuf, buf);
1242 }
1243 if (op->stats.ac)
1244 {
1245 sprintf (buf, "(ac%+d)", op->stats.ac);
1246 strcat (retbuf, buf);
1247 }
1248 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1249 {
1250 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1251 strcat (retbuf, buf);
1252 }
1253 break;
1254
1255 default:
1256 break;
1257 }
1258 if (QUERY_FLAG (op, FLAG_XRAYS))
1259 strcat (retbuf, "(xray-vision)");
1260 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1261 strcat (retbuf, "(infravision)");
1262
1263 /* levitate was what is was before, so we'll keep it */
1264 if (op->move_type & MOVE_FLY_LOW)
1265 strcat (retbuf, "(levitate)");
1266
1267 if (op->move_type & MOVE_FLY_HIGH)
1268 strcat (retbuf, "(fly)");
1269
1270 if (op->move_type & MOVE_SWIM)
1271 strcat (retbuf, "(swim)");
1272
1273 /* walking is presumed as 'normal', so doesn't need mentioning */
1274
1275 if (op->item_power)
1276 {
1277 sprintf (buf, "(item_power %+d)", op->item_power);
1278 strcat (retbuf, buf);
1279 }
1280 } /* End if identified or applied */
1281
1282 /* This blocks only deals with fully identified object.
1283 * it is intentional that this is not an 'else' from a above -
1284 * in this way, information is added.
1285 */
1286 if (identified)
1287 {
1288 int more_info = 0;
1289
1290 switch (op->type)
1291 {
1292 case ROD: /* These use stats.sp for spell selection and stats.food */
1293 case HORN: /* and stats.hp for spell-point regeneration... */
1294 case BOW:
1295 case ARROW:
1296 case WAND:
1297 case FOOD:
1298 case FLESH:
1299 case DRINK:
1300 more_info = 0;
1301 break;
1302
1303 /* Armor type objects */
1304 case ARMOUR:
1305 case HELMET:
1306 case SHIELD:
1307 case BOOTS:
1308 case GLOVES:
1309 case GIRDLE:
1310 case BRACERS:
1311 case CLOAK:
1312 if (ARMOUR_SPEED (op))
1313 {
1314 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1315 strcat (retbuf, buf);
1316 }
1317 if (ARMOUR_SPELLS (op))
1318 {
1319 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1320 strcat (retbuf, buf);
1321 }
1322 more_info = 1;
1323 break;
1324
1325 case WEAPON:
1326 /* Calculate it the same way fix_player does so the results
1327 * make sense.
1328 */
1329 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1330 if (i < 0)
1331 i = 0;
1332
1333 sprintf (buf, "(weapon speed %d)", i);
1334 strcat (retbuf, buf);
1335 more_info = 1;
1336 break;
1337
1338 }
1339 if (more_info)
1340 {
1341 if (op->stats.food)
1342 {
1343 if (op->stats.food != 0)
1344 sprintf (buf, "(sustenance%+d)", op->stats.food);
1345 strcat (retbuf, buf);
1346 }
1347 if (op->stats.grace)
1348 {
1349 sprintf (buf, "(grace%+d)", op->stats.grace);
1350 strcat (retbuf, buf);
1351 }
1352 if (op->stats.sp)
1353 {
1354 sprintf (buf, "(magic%+d)", op->stats.sp);
1355 strcat (retbuf, buf);
1356 }
1357 if (op->stats.hp)
1358 {
1359 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1360 strcat (retbuf, buf);
1361 }
1362 }
1363
1364 if (op->stats.luck)
1365 {
1366 sprintf (buf, "(luck%+d)", op->stats.luck);
1367 strcat (retbuf, buf);
1368 }
1369 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1370 strcat (retbuf, "(lifesaving)");
1371 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1372 strcat (retbuf, "(reflect spells)");
1373 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1374 strcat (retbuf, "(reflect missiles)");
1375 if (QUERY_FLAG (op, FLAG_STEALTH))
1376 strcat (retbuf, "(stealth)");
1377 if (op->slaying != NULL && op->type != FOOD)
1378 {
1379 sprintf (buf, "(slay %s)", &op->slaying);
1380 strcat (retbuf, buf);
1381 }
1382 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1383 /* resistance on flesh is only visible for quetzals. If
1384 * non flesh, everyone can see its resistances
1385 */
1386 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1387 strcat (retbuf, describe_resistance (op, 0));
1388 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1389 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1390 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1391 }
1392
1393 return retbuf;
1394 }
1395
1396 /* Return true if the item is magical. A magical item is one that
1397 * increases/decreases any abilities, provides a resistance,
1398 * has a generic magical bonus, or is an artifact.
1399 * This function is used by detect_magic to determine if an item
1400 * should be marked as magical.
1401 */
1402
1403 int
1404 is_magical (const object *op)
1405 {
1406 int i;
1407
1408 /* living creatures are considered non magical */
1409 if (QUERY_FLAG (op, FLAG_ALIVE))
1410 return 0;
1411
1412 /* This is a test for it being an artifact, as artifacts have titles */
1413 if (op->title != NULL)
1414 return 1;
1415
1416 /* Handle rings and amulets specially. If they change any of these
1417 * values, it means they are magical.
1418 */
1419 if ((op->type == AMULET || op->type == RING) &&
1420 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1421 return 1;
1422
1423 /* Check for stealty, speed, flying, or just plain magic in the boots */
1424 /* Presume any boots that hvae a move_type are special. */
1425 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1426 return 1;
1427
1428 /* Take care of amulet/shield that reflects spells/missiles */
1429 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1430 return 1;
1431
1432 /* Take care of helmet of xrays */
1433 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1434 return 1;
1435
1436 /* Potions & rods are always magical. Wands/staves are also magical,
1437 * assuming they still have any charges left.
1438 */
1439 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1440 return 1;
1441
1442 /* if something gives a protection, either positive or negative, its magical */
1443 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1444 * so this always works out fine.
1445 */
1446 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1447 if (op->resist[i])
1448 return 1;
1449
1450 /* Physical protection is expected on some item types, so they should
1451 * not be considered magical.
1452 */
1453 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1454 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1455 return 1;
1456
1457 /* power crystal, spellbooks, and scrolls are always magical. */
1458 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1459 return 1;
1460
1461 /* Check to see if it increases/decreases any stats */
1462 for (i = 0; i < NUM_STATS; i++)
1463 if (get_attr_value (&(op->stats), i) != 0)
1464 return 1;
1465
1466 /* If it doesn't fall into any of the above categories, must
1467 * be non magical.
1468 */
1469 return 0;
1470 }
1471
1472 /* need_identify returns true if the item should be identified. This
1473 * function really should not exist - by default, any item not identified
1474 * should need it.
1475 */
1476
1477 int
1478 need_identify (const object *op)
1479 {
1480 switch (op->type)
1481 {
1482 case RING:
1483 case WAND:
1484 case ROD:
1485 case HORN:
1486 case SCROLL:
1487 case SKILL:
1488 case SKILLSCROLL:
1489 case SPELLBOOK:
1490 case FOOD:
1491 case POTION:
1492 case BOW:
1493 case ARROW:
1494 case WEAPON:
1495 case ARMOUR:
1496 case SHIELD:
1497 case HELMET:
1498 case AMULET:
1499 case BOOTS:
1500 case GLOVES:
1501 case BRACERS:
1502 case GIRDLE:
1503 case CONTAINER:
1504 case DRINK:
1505 case FLESH:
1506 case INORGANIC:
1507 case CLOSE_CON:
1508 case CLOAK:
1509 case GEM:
1510 case POWER_CRYSTAL:
1511 case POISON:
1512 case BOOK:
1513 case SKILL_TOOL:
1514 return 1;
1515 }
1516 /* Try to track down some stuff that may show up here. Thus, the
1517 * archetype file can be updated, and this function removed.
1518 */
1519 #if 0
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521 #endif
1522 return 0;
1523 }
1524
1525
1526 /*
1527 * Supposed to fix face-values as well here, but later.
1528 */
1529
1530 void
1531 identify (object *op)
1532 {
1533 object *pl;
1534
1535 SET_FLAG (op, FLAG_IDENTIFIED);
1536 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1537 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1538
1539 /*
1540 * We want autojoining of equal objects:
1541 */
1542 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1543 SET_FLAG (op, FLAG_KNOWN_CURSED);
1544
1545 if (op->type == POTION)
1546 {
1547 if (op->inv && op->randomitems)
1548 op->title = op->inv->name;
1549 else if (op->arch)
1550 {
1551 op->name = op->arch->clone.name;
1552 op->name_pl = op->arch->clone.name_pl;
1553 }
1554 }
1555
1556 /* If the object is on a map, make sure we update its face */
1557 if (op->map)
1558 update_object (op, UP_OBJ_FACE);
1559 else
1560 {
1561 pl = is_player_inv (op->env);
1562 if (pl)
1563 /* A lot of the values can change from an update - might as well send
1564 * it all.
1565 */
1566 esrv_send_item (pl, op);
1567 }
1568 }