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Revision: 1.44
Committed: Sun Apr 13 21:22:47 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5
Changes since 1.43: +1 -1 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <funcpoint.h>
26 #include <living.h>
27 #include <spells.h>
28
29 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30
31 /* the ordering of this is actually doesn't make a difference
32 * However, for ease of use, new entries should go at the end
33 * so those people that debug the code that get used to something
34 * being in the location 4 don't get confused.
35 *
36 * The ordering in save_name, use_name, nonuse_name.
37 * save_name is the name used to load/save it from files. It should
38 * match that of the doc/Developers/objects. The only
39 * real limitation is that it shouldn't have spaces or other characters
40 * that may mess up the match code. It must also start with body_
41 * use_name is how we describe the location if we can use it.
42 * nonuse_name is how we describe it if we can't use it. I think
43 * the values below will make it pretty clear how those work out
44 * They are basically there to make life a little easier - if a character
45 * examines an item and it says it goes on 'your arm', its pretty clear
46 * they can use it. See the last sample (commented out) for a dragon
47 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better.
49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */
52 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67 /*{"body_dragon_torso", "your body", "a dragon's body"} */
68 };
69
70 static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74 };
75
76 static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety"
79 };
80
81 static char levelnumbers[21][20] = {
82 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
83 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
84 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
85 "nineteen", "twentieth"
86 };
87
88 static char levelnumbers_10[11][20] = {
89 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
90 "seventieth", "eightieth", "ninetieth"
91 };
92
93 /* The following is a large table of item types, the fields are:
94 * item number, item name, item name (plural), and two numbers that are the skills
95 * used to identify them. Anytime a new item type is added or removed, this list
96 * should be altered to reflect that. The defines for the numerical values are in
97 * define.h
98 */
99 static const typedata item_types[] = {
100 {PLAYER, "player", "players", 0, 0},
101 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
102 {TREASURE, "treasure", "treasure", 0, 0},
103 {POTION, "potion", "potions", SK_ALCHEMY, 0},
104 {FOOD, "food", "food", SK_WOODSMAN, 0},
105 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
106 {BOOK, "book", "books", SK_LITERACY, 0},
107 {CLOCK, "clock", "clocks", 0, 0},
108 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
109 {BOW, "bow", "bows", SK_BOWYER, 0},
110 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
111 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
112 {PEDESTAL, "pedestal", "pedestals", 0, 0},
113 {ALTAR, "altar", "altars", 0, 0},
114 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
115 {SPECIAL_KEY, "special key", "special keys", 0, 0},
116 {MAP, "map", "maps", 0, 0},
117 {DOOR, "door", "doors", 0, 0},
118 {KEY, "key", "keys", 0, 0},
119 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
120 {TRIGGER, "trigger", "triggers", 0, 0},
121 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
122 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
123 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
124 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
125 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
126 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
127 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
128 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
129 {MONEY, "money", "money", 0, 0},
130 {CLASS, "class", "classes", 0, 0},
131 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
132 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
133 {PLAYERMOVER, "player mover", "player movers", 0, 0},
134 {TELEPORTER, "teleporter", "teleporters", 0, 0},
135 {CREATOR, "creator", "creators", 0, 0},
136 {SKILL, "skill", "skills", 0, 0},
137 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
138 {GOLEM, "golem", "golems", 0, 0},
139 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
140 {BLINDNESS, "blindness", "blindness", 0, 0},
141 {GOD, "god", "gods", 0, 0},
142 {DETECTOR, "detector", "detectors", 0, 0},
143 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
144 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
145 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
146 {MARKER, "marker", "markers", 0, 0},
147 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
148 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
149 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
150 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
151 {GEM, "gem", "gems", SK_JEWELER, 0},
152 {FIREWALL, "firewall", "firewalls", 0, 0},
153 {ANVIL, "anvil", "anvils", 0, 0},
154 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
155 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
156 {EXIT, "exit", "exits", 0, 0},
157 {ENCOUNTER, "encounter", "encounters", 0, 0},
158 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
159 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
160 {RING, "ring", "rings", SK_JEWELER, 0},
161 {FLOOR, "floor", "floors", 0, 0},
162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
165 {LIGHTER, "lighter", "lighters", 0, 0},
166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172 {SPINNER, "spinner", "spinners", 0, 0},
173 {GATE, "gate", "gates", 0, 0},
174 {BUTTON, "button", "buttons", 0, 0},
175 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
176 {HOLE, "hole", "holes", 0, 0},
177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
178 {SIGN, "sign", "signs", 0, 0},
179 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
181 {SPELL, "spell", "spells", 0, 0},
182 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
183 {CONVERTER, "converter", "converters", 0, 0},
184 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
185 {POISONING, "poisoning", "poisonings", 0, 0},
186 {SAVEBED, "savebed", "savebeds", 0, 0},
187 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189 {DIRECTOR, "director", "directors", 0, 0},
190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191 {FORCE, "force", "forces", 0, 0},
192 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
193 {CLOSE_CON, "closed container", "closed container", 0, 0},
194 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
195 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
196 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
197 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
198 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
199 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
200 {MENU, "inventory list", "inventory lists", 0, 0},
201 {RUNE, "rune", "runes", 0, 0},
202 {TRAP, "trap", "traps", 0, 0},
203 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
204 {CORPSE, "corpse", "corpses", 0, 0},
205 {DISEASE, "disease", "diseases", 0, 0},
206 {SYMPTOM, "symptom", "symptoms", 0, 0},
207 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210 };
211
212 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213
214 materialtype_t *materialt;
215
216 /*
217 materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}}
236 };
237 */
238
239 /* This curve may be too steep. But the point is that there should
240 * be tough choices - there is no real point to this if everyone can
241 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to
243 * have 2 * level instead. Ideally, top level characters should only be
244 * able to use 2-3 of the most powerful items.
245 * note that this table is only really used for program generated items -
246 * custom objects can use whatever they want.
247 */
248 static int enc_to_item_power[21] = {
249 0, 0, 1, 2, 3, 4, /* 5 */
250 5, 7, 9, 11, 13, /* 10 */
251 15, 18, 21, 24, 27, /* 15 */
252 30, 35, 40, 45, 50 /* 20 */
253 };
254
255 int
256 get_power_from_ench (int ench)
257 {
258 if (ench < 0) ench = 0;
259 if (ench > 20) ench = 20;
260
261 return enc_to_item_power[ench];
262 }
263
264 /* This takes an object 'op' and figures out what its item_power
265 * rating should be. This should only really be used by the treasure
266 * generation code, and when loading legacy objects. It returns
267 * the item_power it calculates.
268 * If flag is 1, we return the number of enchantment, and not the
269 * the power. This is used in the treasure code.
270 */
271 int
272 calc_item_power (const object *op, int flag)
273 {
274 int i, tmp, enc;
275
276 enc = 0;
277 for (i = 0; i < NUM_STATS; i++)
278 enc += op->stats.stat (i);
279
280 /* This protection logic is pretty flawed. 20% fire resistance
281 * is much more valuable than 20% confusion, or 20% slow, or
282 * several others. Start at 1 - ignore physical - all that normal
283 * armour shouldn't be counted against
284 */
285 tmp = 0;
286 for (i = 1; i < NROFATTACKS; i++)
287 tmp += op->resist[i];
288
289 /* Add/substract 10 so that the rounding works out right */
290 if (tmp > 0)
291 enc += (tmp + 10) / 20;
292 else if (tmp < 0)
293 enc += (tmp - 10) / 20;
294
295 enc += op->magic;
296
297 /* For each attacktype a weapon has, one more encantment. Start at 1 -
298 * physical doesn't count against total.
299 */
300 if (op->type == WEAPON)
301 {
302 for (i = 1; i < NROFATTACKS; i++)
303 if (op->attacktype & (1 << i))
304 enc++;
305 if (op->slaying)
306 enc += 2; /* What it slays is probably more relevent */
307 }
308 /* Items the player can equip */
309 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
310 (op->type == SHIELD) || (op->type == RING) ||
311 (op->type == BOOTS) || (op->type == GLOVES) ||
312 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 {
314 enc += op->stats.food; /* sustenance */
315 enc += op->stats.hp; /* hp regen */
316 enc += op->stats.sp; /* mana regen */
317 enc += op->stats.grace; /* grace regen */
318 enc += op->stats.exp; /* speed bonus */
319 }
320 enc += op->stats.luck;
321
322 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i))
326 enc++;
327 else if (op->path_denied & (1 << i))
328 enc -= 2;
329 else if (op->path_repelled & (1 << i))
330 enc--;
331 }
332
333 if (QUERY_FLAG (op, FLAG_LIFESAVE))
334 enc += 5;
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
336 enc += 3;
337 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
338 enc += 2;
339 if (QUERY_FLAG (op, FLAG_STEALTH))
340 enc += 1;
341 if (QUERY_FLAG (op, FLAG_XRAYS))
342 enc += 2;
343 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
346 enc += 1;
347
348 return get_power_from_ench (enc);
349 }
350
351 /* returns the typedata that has a number equal to itemtype, if there
352 * isn't one, returns NULL */
353 const typedata *
354 get_typedata (int itemtype)
355 {
356 int i;
357
358 for (i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype)
360 return &item_types[i];
361 return NULL;
362 }
363
364 /* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */
367 const typedata *
368 get_typedata_by_name (const char *name)
369 {
370 int i;
371
372 for (i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name))
374 return &item_types[i];
375 for (i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name))
377 {
378 LOG (llevInfo,
379 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
380 return &item_types[i];
381 }
382 return NULL;
383 }
384
385 /* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return
387 * a big buffer.
388 * if newline is true, we don't put parens around the description
389 * but do put a newline at the end. Useful when dumping to files
390 */
391 const char *
392 describe_resistance (const object *op, int newline)
393 {
394 static char buf[VERY_BIG_BUF];
395 char buf1[VERY_BIG_BUF];
396 int tmpvar;
397
398 buf[0] = 0;
399 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400 {
401 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
402 {
403 if (!newline)
404 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
405 else
406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407
408 strcat (buf, buf1);
409 }
410 }
411 return buf;
412 }
413
414
415 /*
416 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object.
418 * The buffer will be overwritten by the next call to query_weight().
419 */
420 const char *
421 query_weight (const object *op)
422 {
423 static char buf[10];
424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
425
426 if (op->weight < 0)
427 return " ";
428
429 if (i % 1000)
430 sprintf (buf, "%6.1f", i / 1000.0);
431 else
432 sprintf (buf, "%4d ", i / 1000);
433
434 return buf;
435 }
436
437 /*
438 * Returns the pointer to a static buffer containing
439 * the number requested (of the form first, second, third...)
440 */
441 const char *
442 get_levelnumber (int i)
443 {
444 static char buf[MAX_BUF];
445
446 if (i > 99)
447 {
448 sprintf (buf, "%d.", i);
449 return buf;
450 }
451
452 if (i < 21)
453 return levelnumbers[i];
454 if (!(i % 10))
455 return levelnumbers_10[i / 10];
456
457 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]);
459 return buf;
460 }
461
462 /*
463 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number().
466 * It is currently only used by the query_name() function.
467 */
468 const char *
469 get_number (int i)
470 {
471 if (i <= 20)
472 return numbers[i];
473 else
474 {
475 static char buf[MAX_BUF];
476
477 sprintf (buf, "%d", i);
478 return buf;
479 }
480 }
481
482 /*
483 * Returns pointer to static buffer containing ring's or amulet's
484 * abilities
485 * These are taken from old query_name(), but it would work better
486 * if describle_item() would be called to get this information and
487 * caller would handle FULL_RING_DESCRIPTION definition.
488 * Or make FULL_RING_DESCRIPTION standard part of a game and let
489 * client handle names.
490 */
491
492 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
493 * from stats.sp - b.t.
494 */
495 const char *
496 ring_desc (const object *op)
497 {
498 static dynbuf_text buf; buf.clear ();
499 int attr, val, len;
500
501 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
502 {
503 for (attr = 0; attr < NUM_STATS; attr++)
504 if ((val = op->stats.stat (attr)))
505 buf.printf ("(%s%+d)", short_stat_name[attr], val);
506
507 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
508 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
509 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
510 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
511
512 buf << describe_resistance (op, 0);
513
514 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
515 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
516 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
517 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
518 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
519
520 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
521 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
522 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
523 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
524
525 buf.add_paths ("Attuned" , op->path_attuned);
526 buf.add_paths ("Repelled", op->path_repelled);
527 buf.add_paths ("Denied" , op->path_denied);
528
529 if (buf.empty ())
530 buf << "of adornment";
531 }
532
533 return buf;
534 }
535
536 /*
537 * query_short_name(object) is similar to query_name, but doesn't
538 * contain any information about object status (worn/cursed/etc.)
539 */
540 const char *
541 query_short_name (const object *op)
542 {
543 if (op->name == 0)
544 return "(null)";
545
546 if (!op->nrof
547 && !op->weight
548 && !op->title
549 && !is_magical (op)
550 && op->slaying != shstr_money)
551 return op->name; /* To speed things up (or make things slower?) */
552
553 static dynbuf_text buf; buf.clear ();
554
555 buf << (op->nrof <= 1 ? op->name : op->name_pl);
556
557 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
558 buf << ' ' << op->title;
559
560 switch (op->type)
561 {
562 case SPELLBOOK:
563 case SCROLL:
564 case WAND:
565 case ROD:
566 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
567 {
568 if (!op->title)
569 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
570
571 if (op->type != SPELLBOOK)
572 buf.printf (" (lvl %d)", op->level);
573 }
574 break;
575
576 case ALTAR:
577 case TRIGGER_ALTAR:
578 case IDENTIFY_ALTAR:
579 case CONVERTER:
580 if (op->slaying == shstr_money)
581 {
582 bool wrap = !!buf.size ();
583
584 if (wrap) buf << " [";
585
586 archetype *coin = 0;
587
588 for (char const *const *c = coins; *coins; ++c)
589 if ((coin = archetype::find (*c)))
590 if (op->stats.food % coin->value == 0)
591 break;
592
593 sint32 coins = op->stats.food / coin->value;
594
595 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
596
597 if (wrap) buf << ']';
598 }
599 break;
600
601 case SKILL:
602 case AMULET:
603 case RING:
604 if (!op->title)
605 {
606 /* If ring has a title, full description isn't so useful */
607 const char *s = ring_desc (op);
608
609 if (s && *s)
610 buf << " " << s;
611 }
612 break;
613
614 default:
615 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
616 buf.printf (" %+d", op->magic);
617 }
618
619 return buf;
620 }
621
622 /*
623 * query_name(object) returns a character pointer pointing to a static
624 * buffer which contains a verbose textual representation of the name
625 * of the given object.
626 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
627 * you can make several calls to query_name before the bufs start getting
628 * overwritten. This may be a bad thing (it may be easier to assume the value
629 * returned is good forever.) However, it makes printing statements that
630 * use several names much easier (don't need to store them to temp variables.)
631 *
632 */
633 const char *
634 query_name (const object *op)
635 {
636 int len = 0;
637 static dynbuf_text bufs[5];
638 static int use_buf = 0;
639
640 use_buf++;
641 use_buf %= 5;
642
643 dynbuf_text &buf = bufs [use_buf];
644 buf.clear ();
645
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
647 if (materialtype_t *mt = name_to_material (op->materialname))
648 buf << mt->description << ' ';
649
650 buf << query_short_name (op);
651
652 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
653 buf << " *";
654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
655 buf << " (open)";
656
657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
658 {
659 if (QUERY_FLAG (op, FLAG_DAMNED))
660 buf << " (damned)";
661 else if (QUERY_FLAG (op, FLAG_CURSED))
662 buf << " (cursed)";
663 }
664
665 /* Basically, if the object is known magical (detect magic spell on it),
666 * and it isn't identified, print out the fact that
667 * it is magical. Assume that the detect magical spell will only set
668 * KNOWN_MAGICAL if the item actually is magical.
669 *
670 * Changed in V 0.91.4 - still print that the object is magical even
671 * if it has been applied. Equipping an item does not tell full
672 * abilities, especially for artifact items.
673 */
674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
675 buf << " (magic)";
676
677 #if 0
678 /* item_power will be returned in desribe_item - it shouldn't really
679 * be returned in the name.
680 */
681 if (op->item_power)
682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
683
684 #endif
685
686 if (QUERY_FLAG (op, FLAG_APPLIED))
687 {
688 switch (op->type)
689 {
690 case BOW:
691 case WAND:
692 case ROD:
693 case HORN:
694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
695 break;
696 case WEAPON:
697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
698 break;
699 case ARMOUR:
700 case HELMET:
701 case SHIELD:
702 case RING:
703 case BOOTS:
704 case GLOVES:
705 case AMULET:
706 case GIRDLE:
707 case BRACERS:
708 case CLOAK:
709 buf << " (worn)";
710 break;
711 case CONTAINER:
712 buf << " (active)";
713 break;
714 case SKILL:
715 default:
716 buf << " (applied)";
717 }
718 }
719
720 if (QUERY_FLAG (op, FLAG_UNPAID))
721 buf << " (unpaid)";
722
723 return buf;
724 }
725
726 /*
727 * query_base_name(object) returns a character pointer pointing to a static
728 * buffer which contains a verbose textual representation of the name
729 * of the given object. The buffer will be overwritten at the next
730 * call to query_base_name(). This is a lot like query_name, but we
731 * don't include the item count or item status. Used for inventory sorting
732 * and sending to client.
733 * If plural is set, we generate the plural name of this.
734 */
735 const char *
736 query_base_name (const object *op, int plural)
737 {
738 if ((!plural && !op->name) || (plural && !op->name_pl))
739 return "(null)";
740
741 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
742 return op->name; /* To speed things up (or make things slower?) */
743
744 static dynbuf_text buf; buf.clear ();
745
746 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
747 if (materialtype_t *mt = name_to_material (op->materialname))
748 if (op->arch->materialname != mt->name)
749 buf << mt->description << ' ';
750
751 buf << (plural ? op->name_pl : op->name);
752
753 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
754 buf << ' ' << op->title;
755
756 switch (op->type)
757 {
758 case SPELLBOOK:
759 case SCROLL:
760 case WAND:
761 case ROD:
762 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
763 {
764 if (!op->title)
765 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
766
767 if (op->type != SPELLBOOK)
768 buf.printf (" (lvl %d)", op->level);
769 }
770 break;
771
772
773 case SKILL:
774 case AMULET:
775 case RING:
776 if (!op->title)
777 {
778 /* If ring has a title, full description isn't so useful */
779 const char *s = ring_desc (op);
780
781 if (s && *s)
782 buf << ' ' << s;
783 }
784 break;
785
786 default:
787 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
788 buf.printf (" %+d", op->magic);
789 }
790
791 return buf;
792 }
793
794 /* Break this off from describe_item - that function was way
795 * too long, making it difficult to read. This function deals
796 * with describing the monsters & players abilities. It should only
797 * be called with monster & player objects. Returns a description
798 * in a static buffer.
799 */
800 static const char *
801 describe_monster (const object *op)
802 {
803 static dynbuf_text buf; buf.clear ();
804
805 /* Note that the resolution this provides for players really isn't
806 * very good. Any player with a speed greater than .67 will
807 * fall into the 'lightning fast movement' category.
808 */
809 if (op->has_active_speed ())
810 switch ((int) ((FABS (op->speed)) * 15))
811 {
812 case 0:
813 buf << "(very slow movement";
814 break;
815 case 1:
816 buf << "(slow movement)";
817 break;
818 case 2:
819 buf << "(normal movement)";
820 break;
821 case 3:
822 case 4:
823 buf << "(fast movement)";
824 break;
825 case 5:
826 case 6:
827 buf << "(very fast movement)";
828 break;
829 case 7:
830 case 8:
831 case 9:
832 case 10:
833 buf << "(extremely fast movement)";
834 break;
835 default:
836 buf << "(lightning fast movement)";
837 break;
838 }
839
840 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
841 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
842 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
843 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
844 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
845 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
846 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
847 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
848 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
849 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
850 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
851 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
852 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
853 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
854
855 if (op->randomitems)
856 {
857 bool first = 1;
858
859 for (treasure *t = op->randomitems->items; t; t = t->next)
860 if (t->item && t->item->type == SPELL)
861 {
862 if (first)
863 buf << "(Spell abilities:)";
864
865 first = 0;
866
867 buf << '(' << t->item->object::name << ')';
868 }
869 }
870
871 if (op->type == PLAYER)
872 {
873 if (op->contr->digestion)
874 buf.printf ("(sustenance%+d)", op->contr->digestion);
875
876 if (op->contr->gen_grace)
877 buf.printf ("(grace%+d)", op->contr->gen_grace);
878
879 if (op->contr->gen_sp)
880 buf.printf ("(magic%+d)", op->contr->gen_sp);
881
882 if (op->contr->gen_hp)
883 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
884
885 if (op->stats.luck)
886 buf.printf ("(luck%+d)", op->stats.luck);
887 }
888
889 /* describe attacktypes */
890 if (is_dragon_pl (op))
891 {
892 /* for dragon players display the attacktypes from clawing skill
893 * Break apart the for loop - move the comparison checking down -
894 * this makes it more readable.
895 */
896 object *tmp;
897
898 for (tmp = op->inv; tmp; tmp = tmp->below)
899 if (tmp->type == SKILL && tmp->name == shstr_clawing)
900 break;
901
902 if (tmp && tmp->attacktype)
903 buf.add_abilities ("Claws", tmp->attacktype);
904 else
905 buf.add_abilities ("Attacks", op->attacktype);
906 }
907 else
908 buf.add_abilities ("Attacks", op->attacktype);
909
910 buf.add_paths ("Attuned" , op->path_attuned);
911 buf.add_paths ("Repelled", op->path_repelled);
912 buf.add_paths ("Denied" , op->path_denied);
913
914 for (int i = 0; i < NROFATTACKS; i++)
915 if (op->resist[i])
916 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
917
918 return buf;
919 }
920
921 /*
922 * Returns a pointer to a static buffer which contains a
923 * description of the given object.
924 * If it is a monster, lots of information about its abilities
925 * will be returned.
926 * If it is an item, lots of information about which abilities
927 * will be gained about its user will be returned.
928 * If it is a player, it writes out the current abilities
929 * of the player, which is usually gained by the items applied.
930 * It would be really handy to actually pass another object
931 * pointer on who is examining this object. Then, you could reveal
932 * certain information depending on what the examiner knows, eg,
933 * wouldn't need to use the SEE_INVISIBLE flag to know it is
934 * a dragon player examining food. Could have things like
935 * a dwarven axe, in which the full abilities are only known to
936 * dwarves, etc.
937 *
938 * This function is really much more complicated than it should
939 * be, because different objects have different meanings
940 * for the same field (eg, wands use 'food' for charges). This
941 * means these special cases need to be worked out.
942 *
943 * Add 'owner' who is the person examining this object.
944 * owner can be null if no one is being associated with this
945 * item (eg, debug dump or the like)
946 */
947 const char *
948 describe_item (const object *op, object *owner)
949 {
950 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
951 return describe_monster (op);
952
953 static dynbuf_text buf; buf.clear ();
954 int identified, i;
955
956 /* figure this out once, instead of making multiple calls to need_identify.
957 * also makes the code easier to read.
958 */
959 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
960 if (!identified)
961 buf << "(unidentified)";
962
963 switch (op->type)
964 {
965 case BOW:
966 case ARROW:
967 case WAND:
968 case ROD:
969 case HORN:
970 case WEAPON:
971 case ARMOUR:
972 case HELMET:
973 case SHIELD:
974 case BOOTS:
975 case GLOVES:
976 case GIRDLE:
977 case BRACERS:
978 case CLOAK:
979 case SKILL_TOOL:
980 break; /* We have more information to do below this switch */
981
982 case POWER_CRYSTAL:
983 if (op->stats.maxsp > 1000)
984 { /*higher capacity crystals */
985 i = (op->stats.maxsp % 1000) / 100;
986
987 if (i)
988 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
989 else
990 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
991 }
992 else
993 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
994
995 i = (op->stats.sp * 10) / op->stats.maxsp;
996 if (op->stats.sp == 0)
997 buf << "empty.";
998 else if (i == 0)
999 buf << "almost empty.";
1000 else if (i < 3)
1001 buf << "partially filled.";
1002 else if (i < 6)
1003 buf << "half full.";
1004 else if (i < 9)
1005 buf << "well charged.";
1006 else if (op->stats.sp == op->stats.maxsp)
1007 buf << "fully charged.";
1008 else
1009 buf << "almost full.";
1010 break;
1011
1012 case FOOD:
1013 case FLESH:
1014 case DRINK:
1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1016 {
1017 buf.printf ("(food+%d)", op->stats.food);
1018
1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1021
1022 if (!QUERY_FLAG (op, FLAG_CURSED))
1023 {
1024 if (op->stats.hp) buf << "(heals)";
1025 if (op->stats.sp) buf << "(spellpoint regen)";
1026 }
1027 else
1028 {
1029 if (op->stats.hp) buf << "(damages)";
1030 if (op->stats.sp) buf << "(spellpoint depletion)";
1031 }
1032 }
1033 break;
1034
1035 case SKILL:
1036 case RING:
1037 case AMULET:
1038 if (op->item_power)
1039 buf.printf ("(item_power %+d)", op->item_power);
1040
1041 if (op->title)
1042 buf << ring_desc (op);
1043
1044 return buf;
1045
1046 default:
1047 return buf;
1048 }
1049
1050 /* Down here, we more further describe equipment type items.
1051 * only describe them if they have been identified or the like.
1052 */
1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1054 {
1055 int attr, val;
1056
1057 for (attr = 0; attr < NUM_STATS; attr++)
1058 if ((val = op->stats.stat (attr)))
1059 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1060
1061 if (op->stats.exp)
1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1063
1064 switch (op->type)
1065 {
1066 case BOW:
1067 case ARROW:
1068 case GIRDLE:
1069 case HELMET:
1070 case SHIELD:
1071 case BOOTS:
1072 case GLOVES:
1073 case WEAPON:
1074 case SKILL:
1075 case RING:
1076 case AMULET:
1077 case ARMOUR:
1078 case BRACERS:
1079 case FORCE:
1080 case CLOAK:
1081 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1082 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1083 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1084
1085 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1086 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1087
1088 break;
1089
1090 default:
1091 break;
1092 }
1093
1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1096
1097 /* levitate was what is was before, so we'll keep it */
1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1100 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1101
1102 /* walking is presumed as 'normal', so doesn't need mentioning */
1103
1104 if (op->item_power)
1105 buf.printf ("(item_power %+d)", op->item_power);
1106 } /* End if identified or applied */
1107
1108 /* This blocks only deals with fully identified object.
1109 * it is intentional that this is not an 'else' from a above -
1110 * in this way, information is added.
1111 */
1112 if (identified)
1113 {
1114 int more_info = 0;
1115
1116 switch (op->type)
1117 {
1118 case ROD: /* These use stats.sp for spell selection and stats.food */
1119 case HORN: /* and stats.hp for spell-point regeneration... */
1120 case BOW:
1121 case ARROW:
1122 case WAND:
1123 case FOOD:
1124 case FLESH:
1125 case DRINK:
1126 more_info = 0;
1127 break;
1128
1129 /* Armor type objects */
1130 case ARMOUR:
1131 case HELMET:
1132 case SHIELD:
1133 case BOOTS:
1134 case GLOVES:
1135 case GIRDLE:
1136 case BRACERS:
1137 case CLOAK:
1138 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1139 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1140 more_info = 1;
1141 break;
1142
1143 case WEAPON:
1144 /* Calculate it the same way fix_player does so the results
1145 * make sense.
1146 */
1147 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1148 if (i < 0)
1149 i = 0;
1150
1151 buf.printf ("(weapon speed %d)", i);
1152 more_info = 1;
1153 break;
1154 }
1155
1156 if (more_info)
1157 {
1158 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1160 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1162 }
1163
1164 if (op->stats.luck)
1165 buf.printf ("(luck%+d)", op->stats.luck);
1166
1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1171
1172 if (op->slaying && op->type != FOOD)
1173 buf.printf ("(slay %s)", &op->slaying);
1174
1175 buf.add_abilities ("Attacks", op->attacktype);
1176 /* resistance on flesh is only visible for quetzals. If
1177 * non flesh, everyone can see its resistances
1178 */
1179 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1180 buf << describe_resistance (op, 0);
1181
1182 buf.add_paths ("Attuned", op->path_attuned);
1183 buf.add_paths ("Repelled", op->path_repelled);
1184 buf.add_paths ("Denied", op->path_denied);
1185 }
1186
1187 return buf;
1188 }
1189
1190 std::string
1191 object::describe_item (object *who)
1192 {
1193 return std::string (::describe_item (this, who));
1194 }
1195
1196 void
1197 examine (object *op, object *tmp)
1198 {
1199 std::string s = tmp->describe (op);
1200
1201 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ());
1202 }
1203
1204 /*
1205 * inventory prints object's inventory. If inv==NULL then print player's
1206 * inventory.
1207 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1208 */
1209 const char *
1210 object::query_inventory (object *who, const char *indent)
1211 {
1212 static dynbuf_text buf; buf.clear ();
1213
1214 for (object *tmp = inv; tmp; tmp = tmp->below)
1215 if (who && QUERY_FLAG (who, FLAG_WIZ))
1216 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1217 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1218 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1219
1220 if (buf.size ())
1221 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1222 else
1223 buf.printf ("%s(empty)\n", indent);
1224
1225 return buf;
1226 }
1227
1228 /* Return true if the item is magical. A magical item is one that
1229 * increases/decreases any abilities, provides a resistance,
1230 * has a generic magical bonus, or is an artifact.
1231 * This function is used by detect_magic to determine if an item
1232 * should be marked as magical.
1233 */
1234 int
1235 is_magical (const object *op)
1236 {
1237 int i;
1238
1239 /* living creatures are considered non magical */
1240 if (QUERY_FLAG (op, FLAG_ALIVE))
1241 return 0;
1242
1243 /* This is a test for it being an artifact, as artifacts have titles */
1244 if (op->title != NULL)
1245 return 1;
1246
1247 /* Handle rings and amulets specially. If they change any of these
1248 * values, it means they are magical.
1249 */
1250 if ((op->type == AMULET || op->type == RING) &&
1251 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1252 return 1;
1253
1254 /* Check for stealty, speed, flying, or just plain magic in the boots */
1255 /* Presume any boots that hvae a move_type are special. */
1256 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1257 return 1;
1258
1259 /* Take care of amulet/shield that reflects spells/missiles */
1260 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1261 return 1;
1262
1263 /* Take care of helmet of xrays */
1264 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1265 return 1;
1266
1267 /* Potions & rods are always magical. Wands/staves are also magical,
1268 * assuming they still have any charges left.
1269 */
1270 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1271 return 1;
1272
1273 /* if something gives a protection, either positive or negative, its magical */
1274 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1275 * so this always works out fine.
1276 */
1277 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1278 if (op->resist[i])
1279 return 1;
1280
1281 /* Physical protection is expected on some item types, so they should
1282 * not be considered magical.
1283 */
1284 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1285 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1286 return 1;
1287
1288 /* power crystal, spellbooks, and scrolls are always magical. */
1289 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1290 return 1;
1291
1292 /* Check to see if it increases/decreases any stats */
1293 for (i = 0; i < NUM_STATS; i++)
1294 if (op->stats.stat (i))
1295 return 1;
1296
1297 /* If it doesn't fall into any of the above categories, must
1298 * be non magical.
1299 */
1300 return 0;
1301 }
1302
1303 /* need_identify returns true if the item should be identified. This
1304 * function really should not exist - by default, any item not identified
1305 * should need it.
1306 */
1307
1308 int
1309 need_identify (const object *op)
1310 {
1311 switch (op->type)
1312 {
1313 case RING:
1314 case WAND:
1315 case ROD:
1316 case HORN:
1317 case SCROLL:
1318 case SKILL:
1319 case SKILLSCROLL:
1320 case SPELLBOOK:
1321 case FOOD:
1322 case POTION:
1323 case BOW:
1324 case ARROW:
1325 case WEAPON:
1326 case ARMOUR:
1327 case SHIELD:
1328 case HELMET:
1329 case AMULET:
1330 case BOOTS:
1331 case GLOVES:
1332 case BRACERS:
1333 case GIRDLE:
1334 case CONTAINER:
1335 case DRINK:
1336 case FLESH:
1337 case INORGANIC:
1338 case CLOSE_CON:
1339 case CLOAK:
1340 case GEM:
1341 case POWER_CRYSTAL:
1342 case POISON:
1343 case BOOK:
1344 case SKILL_TOOL:
1345 return 1;
1346 }
1347
1348 /* Try to track down some stuff that may show up here. Thus, the
1349 * archetype file can be updated, and this function removed.
1350 */
1351 #if 0
1352 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1353 #endif
1354 return 0;
1355 }
1356
1357 /*
1358 * Supposed to fix face-values as well here, but later.
1359 */
1360 void
1361 identify (object *op)
1362 {
1363 object *pl;
1364
1365 SET_FLAG (op, FLAG_IDENTIFIED);
1366 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1367 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1368
1369 /*
1370 * We want autojoining of equal objects:
1371 */
1372 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1373 SET_FLAG (op, FLAG_KNOWN_CURSED);
1374
1375 if (op->type == POTION)
1376 {
1377 if (op->inv && op->randomitems)
1378 op->title = op->inv->name;
1379 else if (op->arch)
1380 {
1381 op->name = op->arch->object::name;
1382 op->name_pl = op->arch->object::name_pl;
1383 }
1384 }
1385
1386 /* If the object is on a map, make sure we update its face */
1387 if (op->map)
1388 update_object (op, UP_OBJ_CHANGE);
1389 else
1390 {
1391 pl = op->in_player ();
1392 if (pl)
1393 /* A lot of the values can change from an update - might as well send
1394 * it all.
1395 */
1396 esrv_send_item (pl, op);
1397 }
1398 }
1399