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Revision: 1.48
Committed: Tue Apr 22 07:01:46 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.47: +6 -12 lines
Log Message:
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 <living.h>
26 #include <spells.h>
27
28 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
29
30 /* the ordering of this is actually doesn't make a difference
31 * However, for ease of use, new entries should go at the end
32 * so those people that debug the code that get used to something
33 * being in the location 4 don't get confused.
34 *
35 * The ordering in save_name, use_name, nonuse_name.
36 * save_name is the name used to load/save it from files. It should
37 * match that of the doc/Developers/objects. The only
38 * real limitation is that it shouldn't have spaces or other characters
39 * that may mess up the match code. It must also start with body_
40 * use_name is how we describe the location if we can use it.
41 * nonuse_name is how we describe it if we can't use it. I think
42 * the values below will make it pretty clear how those work out
43 * They are basically there to make life a little easier - if a character
44 * examines an item and it says it goes on 'your arm', its pretty clear
45 * they can use it. See the last sample (commented out) for a dragon
46 * Note that using the term 'human' may not be very accurate, humanoid
47 * may be better.
48 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */
51 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
59 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
60 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
61 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
62 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
63 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
64 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
65 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
66 /*{"body_dragon_torso", "your body", "a dragon's body"} */
67 };
68
69 static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72 "eighteen", "nineteen", "twenty"
73 };
74
75 static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety"
78 };
79
80 static char levelnumbers[21][20] = {
81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
84 "nineteen", "twentieth"
85 };
86
87 static char levelnumbers_10[11][20] = {
88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89 "seventieth", "eightieth", "ninetieth"
90 };
91
92 /* The following is a large table of item types, the fields are:
93 * item number, item name, item name (plural), and two numbers that are the skills
94 * used to identify them. Anytime a new item type is added or removed, this list
95 * should be altered to reflect that. The defines for the numerical values are in
96 * define.h
97 */
98 static const typedata item_types[] = {
99 {PLAYER, "player", "players", 0, 0},
100 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
101 {TREASURE, "treasure", "treasure", 0, 0},
102 {POTION, "potion", "potions", SK_ALCHEMY, 0},
103 {FOOD, "food", "food", SK_WOODSMAN, 0},
104 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
105 {BOOK, "book", "books", SK_LITERACY, 0},
106 {CLOCK, "clock", "clocks", 0, 0},
107 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
108 {BOW, "bow", "bows", SK_BOWYER, 0},
109 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
110 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
111 {PEDESTAL, "pedestal", "pedestals", 0, 0},
112 {ALTAR, "altar", "altars", 0, 0},
113 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
114 {SPECIAL_KEY, "special key", "special keys", 0, 0},
115 {MAP, "map", "maps", 0, 0},
116 {DOOR, "door", "doors", 0, 0},
117 {KEY, "key", "keys", 0, 0},
118 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
119 {TRIGGER, "trigger", "triggers", 0, 0},
120 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
121 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
122 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
123 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
124 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
125 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
126 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
127 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
128 {MONEY, "money", "money", 0, 0},
129 {CLASS, "class", "classes", 0, 0},
130 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
131 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
132 {PLAYERMOVER, "player mover", "player movers", 0, 0},
133 {TELEPORTER, "teleporter", "teleporters", 0, 0},
134 {CREATOR, "creator", "creators", 0, 0},
135 {SKILL, "skill", "skills", 0, 0},
136 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
137 {GOLEM, "golem", "golems", 0, 0},
138 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
139 {BLINDNESS, "blindness", "blindness", 0, 0},
140 {GOD, "god", "gods", 0, 0},
141 {DETECTOR, "detector", "detectors", 0, 0},
142 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
143 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
144 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
145 {MARKER, "marker", "markers", 0, 0},
146 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
147 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
148 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
149 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
150 {GEM, "gem", "gems", SK_JEWELER, 0},
151 {FIREWALL, "firewall", "firewalls", 0, 0},
152 {ANVIL, "anvil", "anvils", 0, 0},
153 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
154 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
155 {EXIT, "exit", "exits", 0, 0},
156 {ENCOUNTER, "encounter", "encounters", 0, 0},
157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159 {RING, "ring", "rings", SK_JEWELER, 0},
160 {FLOOR, "floor", "floors", 0, 0},
161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164 {LIGHTER, "lighter", "lighters", 0, 0},
165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
166 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
167 {LAMP, "lamp", "lamps", 0, 0},
168 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
180 {SPELL, "spell", "spells", 0, 0},
181 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
182 {CONVERTER, "converter", "converters", 0, 0},
183 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
184 {POISONING, "poisoning", "poisonings", 0, 0},
185 {SAVEBED, "savebed", "savebeds", 0, 0},
186 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
187 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
188 {DIRECTOR, "director", "directors", 0, 0},
189 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
190 {FORCE, "force", "forces", 0, 0},
191 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
192 {CLOSE_CON, "closed container", "closed container", 0, 0},
193 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
194 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
195 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
196 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
197 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
198 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
199 {MENU, "inventory list", "inventory lists", 0, 0},
200 {RUNE, "rune", "runes", 0, 0},
201 {TRAP, "trap", "traps", 0, 0},
202 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
203 {CORPSE, "corpse", "corpses", 0, 0},
204 {DISEASE, "disease", "diseases", 0, 0},
205 {SYMPTOM, "symptom", "symptoms", 0, 0},
206 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209 };
210
211 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
212
213 materialtype_t *materialt;
214
215 /*
216 materialtype material[NROFMATERIALS] = {
217 * P M F E C C A D W G P S P T F C D D C C G H B I *
218 * H A I L O O C R E H O L A U E A E E H O O O L N *
219 * Y G R E L N I A A O I O R R A N P A A U D L I T *
220 * S I E C D F D I P S S W A N R C L T O N Y N R *
221 * I C T U N O T O L E E H S T P D N *
222 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
223 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
224 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
225 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
226 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
227 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
228 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
229 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
230 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
231 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
232 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
233 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
234 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
235 };
236 */
237
238 /* This curve may be too steep. But the point is that there should
239 * be tough choices - there is no real point to this if everyone can
240 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to
242 * have 2 * level instead. Ideally, top level characters should only be
243 * able to use 2-3 of the most powerful items.
244 * note that this table is only really used for program generated items -
245 * custom objects can use whatever they want.
246 */
247 static int enc_to_item_power[21] = {
248 0, 0, 1, 2, 3, 4, /* 5 */
249 5, 7, 9, 11, 13, /* 10 */
250 15, 18, 21, 24, 27, /* 15 */
251 30, 35, 40, 45, 50 /* 20 */
252 };
253
254 int
255 get_power_from_ench (int ench)
256 {
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench];
261 }
262
263 /* This takes an object 'op' and figures out what its item_power
264 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns
266 * the item_power it calculates.
267 * If flag is 1, we return the number of enchantment, and not the
268 * the power. This is used in the treasure code.
269 */
270 int
271 calc_item_power (const object *op, int flag)
272 {
273 int i, tmp, enc;
274
275 enc = 0;
276 for (i = 0; i < NUM_STATS; i++)
277 enc += op->stats.stat (i);
278
279 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against
283 */
284 tmp = 0;
285 for (i = 1; i < NROFATTACKS; i++)
286 tmp += op->resist[i];
287
288 /* Add/substract 10 so that the rounding works out right */
289 if (tmp > 0)
290 enc += (tmp + 10) / 20;
291 else if (tmp < 0)
292 enc += (tmp - 10) / 20;
293
294 enc += op->magic;
295
296 /* For each attacktype a weapon has, one more encantment. Start at 1 -
297 * physical doesn't count against total.
298 */
299 if (op->type == WEAPON)
300 {
301 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i))
303 enc++;
304 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */
306 }
307 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
312 {
313 enc += op->stats.food; /* sustenance */
314 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */
318 }
319 enc += op->stats.luck;
320
321 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i))
325 enc++;
326 else if (op->path_denied & (1 << i))
327 enc -= 2;
328 else if (op->path_repelled & (1 << i))
329 enc--;
330 }
331
332 if (QUERY_FLAG (op, FLAG_LIFESAVE))
333 enc += 5;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
335 enc += 3;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
337 enc += 2;
338 if (QUERY_FLAG (op, FLAG_STEALTH))
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346
347 return get_power_from_ench (enc);
348 }
349
350 /* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */
352 const typedata *
353 get_typedata (int itemtype)
354 {
355 int i;
356
357 for (i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype)
359 return &item_types[i];
360 return NULL;
361 }
362
363 /* returns the typedata that has a name equal to itemtype, if there
364 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */
366 const typedata *
367 get_typedata_by_name (const char *name)
368 {
369 int i;
370
371 for (i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name))
373 return &item_types[i];
374 for (i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name))
376 {
377 LOG (llevInfo,
378 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
379 return &item_types[i];
380 }
381 return NULL;
382 }
383
384 /* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return
386 * a big buffer.
387 * if newline is true, we don't put parens around the description
388 * but do put a newline at the end. Useful when dumping to files
389 */
390 const char *
391 describe_resistance (const object *op, int newline)
392 {
393 static char buf[VERY_BIG_BUF];
394 char buf1[VERY_BIG_BUF];
395 int tmpvar;
396
397 buf[0] = 0;
398 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
399 {
400 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
401 {
402 if (!newline)
403 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
404 else
405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406
407 strcat (buf, buf1);
408 }
409 }
410 return buf;
411 }
412
413
414 /*
415 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object.
417 * The buffer will be overwritten by the next call to query_weight().
418 */
419 const char *
420 query_weight (const object *op)
421 {
422 static char buf[10];
423 sint32 i = op->total_weight ();
424
425 if (op->weight < 0)
426 return " ";
427
428 if (i % 1000)
429 sprintf (buf, "%6.1f", i / 1000.0);
430 else
431 sprintf (buf, "%4d ", i / 1000);
432
433 return buf;
434 }
435
436 /*
437 * Returns the pointer to a static buffer containing
438 * the number requested (of the form first, second, third...)
439 */
440 const char *
441 get_levelnumber (int i)
442 {
443 static char buf[MAX_BUF];
444
445 if (i > 99)
446 {
447 sprintf (buf, "%d.", i);
448 return buf;
449 }
450
451 if (i < 21)
452 return levelnumbers[i];
453 if (!(i % 10))
454 return levelnumbers_10[i / 10];
455
456 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]);
458 return buf;
459 }
460
461 /*
462 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number().
465 * It is currently only used by the query_name() function.
466 */
467 const char *
468 get_number (int i)
469 {
470 if (i <= 20)
471 return numbers[i];
472 else
473 {
474 static char buf[MAX_BUF];
475
476 sprintf (buf, "%d", i);
477 return buf;
478 }
479 }
480
481 /*
482 * Returns pointer to static buffer containing ring's or amulet's
483 * abilities
484 * These are taken from old query_name(), but it would work better
485 * if describle_item() would be called to get this information and
486 * caller would handle FULL_RING_DESCRIPTION definition.
487 * Or make FULL_RING_DESCRIPTION standard part of a game and let
488 * client handle names.
489 */
490
491 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
492 * from stats.sp - b.t.
493 */
494 const char *
495 ring_desc (const object *op)
496 {
497 static dynbuf_text buf; buf.clear ();
498 int attr, val, len;
499
500 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
501 {
502 for (attr = 0; attr < NUM_STATS; attr++)
503 if ((val = op->stats.stat (attr)))
504 buf.printf ("(%s%+d)", short_stat_name[attr], val);
505
506 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
507 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
508 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
509 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
510
511 buf << describe_resistance (op, 0);
512
513 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
514 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
515 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
516 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
517 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
518
519 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
520 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
521 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
522 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
523
524 buf.add_paths ("Attuned" , op->path_attuned);
525 buf.add_paths ("Repelled", op->path_repelled);
526 buf.add_paths ("Denied" , op->path_denied);
527
528 if (buf.empty ())
529 buf << "of adornment";
530 }
531
532 return buf;
533 }
534
535 /*
536 * query_short_name(object) is similar to query_name, but doesn't
537 * contain any information about object status (worn/cursed/etc.)
538 */
539 const char *
540 query_short_name (const object *op)
541 {
542 if (op->name == 0)
543 return "(null)";
544
545 if (!op->nrof
546 && !op->weight
547 && !op->title
548 && !is_magical (op)
549 && op->slaying != shstr_money)
550 return op->name; /* To speed things up (or make things slower?) */
551
552 static dynbuf_text buf; buf.clear ();
553
554 buf << (op->nrof <= 1 ? op->name : op->name_pl);
555
556 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
557 buf << ' ' << op->title;
558
559 switch (op->type)
560 {
561 case SPELLBOOK:
562 case SCROLL:
563 case WAND:
564 case ROD:
565 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
566 {
567 if (!op->title)
568 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
569
570 if (op->type != SPELLBOOK)
571 buf.printf (" (lvl %d)", op->level);
572 }
573 break;
574
575 case ALTAR:
576 case TRIGGER_ALTAR:
577 case IDENTIFY_ALTAR:
578 case CONVERTER:
579 if (op->slaying == shstr_money)
580 {
581 bool wrap = !!buf.size ();
582
583 if (wrap) buf << " [";
584
585 archetype *coin = 0;
586
587 for (char const *const *c = coins; *coins; ++c)
588 if ((coin = archetype::find (*c)))
589 if (op->stats.food % coin->value == 0)
590 break;
591
592 sint32 coins = op->stats.food / coin->value;
593
594 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
595
596 if (wrap) buf << ']';
597 }
598 break;
599
600 case SKILL:
601 case AMULET:
602 case RING:
603 if (!op->title)
604 {
605 /* If ring has a title, full description isn't so useful */
606 const char *s = ring_desc (op);
607
608 if (s && *s)
609 buf << " " << s;
610 }
611 break;
612
613 default:
614 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
615 buf.printf (" %+d", op->magic);
616 }
617
618 return buf;
619 }
620
621 /*
622 * query_name(object) returns a character pointer pointing to a static
623 * buffer which contains a verbose textual representation of the name
624 * of the given object.
625 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
626 * you can make several calls to query_name before the bufs start getting
627 * overwritten. This may be a bad thing (it may be easier to assume the value
628 * returned is good forever.) However, it makes printing statements that
629 * use several names much easier (don't need to store them to temp variables.)
630 *
631 */
632 const char *
633 query_name (const object *op)
634 {
635 int len = 0;
636 static dynbuf_text bufs[5];
637 static int use_buf = 0;
638
639 use_buf++;
640 use_buf %= 5;
641
642 dynbuf_text &buf = bufs [use_buf];
643 buf.clear ();
644
645 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
646 if (materialtype_t *mt = name_to_material (op->materialname))
647 buf << mt->description << ' ';
648
649 buf << query_short_name (op);
650
651 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
652 buf << " *";
653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
654 buf << " (open)";
655
656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
657 {
658 if (QUERY_FLAG (op, FLAG_DAMNED))
659 buf << " (damned)";
660 else if (QUERY_FLAG (op, FLAG_CURSED))
661 buf << " (cursed)";
662 }
663
664 /* Basically, if the object is known magical (detect magic spell on it),
665 * and it isn't identified, print out the fact that
666 * it is magical. Assume that the detect magical spell will only set
667 * KNOWN_MAGICAL if the item actually is magical.
668 *
669 * Changed in V 0.91.4 - still print that the object is magical even
670 * if it has been applied. Equipping an item does not tell full
671 * abilities, especially for artifact items.
672 */
673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
674 buf << " (magic)";
675
676 #if 0
677 /* item_power will be returned in desribe_item - it shouldn't really
678 * be returned in the name.
679 */
680 if (op->item_power)
681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
682
683 #endif
684
685 if (QUERY_FLAG (op, FLAG_APPLIED))
686 {
687 switch (op->type)
688 {
689 case BOW:
690 case WAND:
691 case ROD:
692 case HORN:
693 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
694 break;
695 case WEAPON:
696 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
697 break;
698 case ARMOUR:
699 case HELMET:
700 case SHIELD:
701 case RING:
702 case BOOTS:
703 case GLOVES:
704 case AMULET:
705 case GIRDLE:
706 case BRACERS:
707 case CLOAK:
708 buf << " (worn)";
709 break;
710 case CONTAINER:
711 buf << " (active)";
712 break;
713 case SKILL:
714 default:
715 buf << " (applied)";
716 }
717 }
718
719 if (QUERY_FLAG (op, FLAG_UNPAID))
720 buf << " (unpaid)";
721
722 return buf;
723 }
724
725 /*
726 * query_base_name(object) returns a character pointer pointing to a static
727 * buffer which contains a verbose textual representation of the name
728 * of the given object. The buffer will be overwritten at the next
729 * call to query_base_name(). This is a lot like query_name, but we
730 * don't include the item count or item status. Used for inventory sorting
731 * and sending to client.
732 * If plural is set, we generate the plural name of this.
733 */
734 const char *
735 query_base_name (const object *op, int plural)
736 {
737 if ((!plural && !op->name) || (plural && !op->name_pl))
738 return "(null)";
739
740 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
741 return op->name; /* To speed things up (or make things slower?) */
742
743 static dynbuf_text buf; buf.clear ();
744
745 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
746 if (materialtype_t *mt = name_to_material (op->materialname))
747 if (op->arch->materialname != mt->name)
748 buf << mt->description << ' ';
749
750 buf << (plural ? op->name_pl : op->name);
751
752 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
753 buf << ' ' << op->title;
754
755 switch (op->type)
756 {
757 case SPELLBOOK:
758 case SCROLL:
759 case WAND:
760 case ROD:
761 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
762 {
763 if (!op->title)
764 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
765
766 if (op->type != SPELLBOOK)
767 buf.printf (" (lvl %d)", op->level);
768 }
769 break;
770
771
772 case SKILL:
773 case AMULET:
774 case RING:
775 if (!op->title)
776 {
777 /* If ring has a title, full description isn't so useful */
778 const char *s = ring_desc (op);
779
780 if (s && *s)
781 buf << ' ' << s;
782 }
783 break;
784
785 default:
786 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
787 buf.printf (" %+d", op->magic);
788 }
789
790 return buf;
791 }
792
793 /* Break this off from describe_item - that function was way
794 * too long, making it difficult to read. This function deals
795 * with describing the monsters & players abilities. It should only
796 * be called with monster & player objects. Returns a description
797 * in a static buffer.
798 */
799 static const char *
800 describe_monster (const object *op)
801 {
802 static dynbuf_text buf; buf.clear ();
803
804 /* Note that the resolution this provides for players really isn't
805 * very good. Any player with a speed greater than .67 will
806 * fall into the 'lightning fast movement' category.
807 */
808 if (op->has_active_speed ())
809 switch ((int) ((FABS (op->speed)) * 15))
810 {
811 case 0:
812 buf << "(very slow movement";
813 break;
814 case 1:
815 buf << "(slow movement)";
816 break;
817 case 2:
818 buf << "(normal movement)";
819 break;
820 case 3:
821 case 4:
822 buf << "(fast movement)";
823 break;
824 case 5:
825 case 6:
826 buf << "(very fast movement)";
827 break;
828 case 7:
829 case 8:
830 case 9:
831 case 10:
832 buf << "(extremely fast movement)";
833 break;
834 default:
835 buf << "(lightning fast movement)";
836 break;
837 }
838
839 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
840 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
841 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
842 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
843 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
844 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
845 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
846 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
847 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
848 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
849 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
850 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
851 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
852 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
853
854 if (op->randomitems)
855 {
856 bool first = 1;
857
858 for (treasure *t = op->randomitems->items; t; t = t->next)
859 if (t->item && t->item->type == SPELL)
860 {
861 if (first)
862 buf << "(Spell abilities:)";
863
864 first = 0;
865
866 buf << '(' << t->item->object::name << ')';
867 }
868 }
869
870 if (op->type == PLAYER)
871 {
872 if (op->contr->digestion)
873 buf.printf ("(sustenance%+d)", op->contr->digestion);
874
875 if (op->contr->gen_grace)
876 buf.printf ("(grace%+d)", op->contr->gen_grace);
877
878 if (op->contr->gen_sp)
879 buf.printf ("(magic%+d)", op->contr->gen_sp);
880
881 if (op->contr->gen_hp)
882 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
883
884 if (op->stats.luck)
885 buf.printf ("(luck%+d)", op->stats.luck);
886 }
887
888 /* describe attacktypes */
889 if (is_dragon_pl (op))
890 {
891 /* for dragon players display the attacktypes from clawing skill
892 * Break apart the for loop - move the comparison checking down -
893 * this makes it more readable.
894 */
895 object *tmp;
896
897 for (tmp = op->inv; tmp; tmp = tmp->below)
898 if (tmp->type == SKILL && tmp->name == shstr_clawing)
899 break;
900
901 if (tmp && tmp->attacktype)
902 buf.add_abilities ("Claws", tmp->attacktype);
903 else
904 buf.add_abilities ("Attacks", op->attacktype);
905 }
906 else
907 buf.add_abilities ("Attacks", op->attacktype);
908
909 buf.add_paths ("Attuned" , op->path_attuned);
910 buf.add_paths ("Repelled", op->path_repelled);
911 buf.add_paths ("Denied" , op->path_denied);
912
913 for (int i = 0; i < NROFATTACKS; i++)
914 if (op->resist[i])
915 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
916
917 return buf;
918 }
919
920 /*
921 * Returns a pointer to a static buffer which contains a
922 * description of the given object.
923 * If it is a monster, lots of information about its abilities
924 * will be returned.
925 * If it is an item, lots of information about which abilities
926 * will be gained about its user will be returned.
927 * If it is a player, it writes out the current abilities
928 * of the player, which is usually gained by the items applied.
929 * It would be really handy to actually pass another object
930 * pointer on who is examining this object. Then, you could reveal
931 * certain information depending on what the examiner knows, eg,
932 * wouldn't need to use the SEE_INVISIBLE flag to know it is
933 * a dragon player examining food. Could have things like
934 * a dwarven axe, in which the full abilities are only known to
935 * dwarves, etc.
936 *
937 * This function is really much more complicated than it should
938 * be, because different objects have different meanings
939 * for the same field (eg, wands use 'food' for charges). This
940 * means these special cases need to be worked out.
941 *
942 * Add 'owner' who is the person examining this object.
943 * owner can be null if no one is being associated with this
944 * item (eg, debug dump or the like)
945 */
946 const char *
947 describe_item (const object *op, object *owner)
948 {
949 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
950 return describe_monster (op);
951
952 static dynbuf_text buf; buf.clear ();
953 int identified, i;
954
955 /* figure this out once, instead of making multiple calls to need_identify.
956 * also makes the code easier to read.
957 */
958 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
959 if (!identified)
960 buf << "(unidentified)";
961
962 switch (op->type)
963 {
964 case BOW:
965 case ARROW:
966 case WAND:
967 case ROD:
968 case HORN:
969 case WEAPON:
970 case ARMOUR:
971 case HELMET:
972 case SHIELD:
973 case BOOTS:
974 case GLOVES:
975 case GIRDLE:
976 case BRACERS:
977 case CLOAK:
978 case SKILL_TOOL:
979 break; /* We have more information to do below this switch */
980
981 case POWER_CRYSTAL:
982 if (op->stats.maxsp > 1000)
983 { /*higher capacity crystals */
984 i = (op->stats.maxsp % 1000) / 100;
985
986 if (i)
987 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
988 else
989 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
990 }
991 else
992 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
993
994 i = (op->stats.sp * 10) / op->stats.maxsp;
995 if (op->stats.sp == 0)
996 buf << "empty.";
997 else if (i == 0)
998 buf << "almost empty.";
999 else if (i < 3)
1000 buf << "partially filled.";
1001 else if (i < 6)
1002 buf << "half full.";
1003 else if (i < 9)
1004 buf << "well charged.";
1005 else if (op->stats.sp == op->stats.maxsp)
1006 buf << "fully charged.";
1007 else
1008 buf << "almost full.";
1009 break;
1010
1011 case FOOD:
1012 case FLESH:
1013 case DRINK:
1014 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1015 {
1016 buf.printf ("(food+%d)", op->stats.food);
1017
1018 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1019 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1020
1021 if (!QUERY_FLAG (op, FLAG_CURSED))
1022 {
1023 if (op->stats.hp) buf << "(heals)";
1024 if (op->stats.sp) buf << "(spellpoint regen)";
1025 }
1026 else
1027 {
1028 if (op->stats.hp) buf << "(damages)";
1029 if (op->stats.sp) buf << "(spellpoint depletion)";
1030 }
1031 }
1032 break;
1033
1034 case SKILL:
1035 case RING:
1036 case AMULET:
1037 if (op->item_power)
1038 buf.printf ("(item_power %+d)", op->item_power);
1039
1040 if (op->title)
1041 buf << ring_desc (op);
1042
1043 return buf;
1044
1045 default:
1046 return buf;
1047 }
1048
1049 /* Down here, we more further describe equipment type items.
1050 * only describe them if they have been identified or the like.
1051 */
1052 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1053 {
1054 int attr, val;
1055
1056 for (attr = 0; attr < NUM_STATS; attr++)
1057 if ((val = op->stats.stat (attr)))
1058 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1059
1060 if (op->stats.exp)
1061 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1062
1063 switch (op->type)
1064 {
1065 case BOW:
1066 case ARROW:
1067 case GIRDLE:
1068 case HELMET:
1069 case SHIELD:
1070 case BOOTS:
1071 case GLOVES:
1072 case WEAPON:
1073 case SKILL:
1074 case RING:
1075 case AMULET:
1076 case ARMOUR:
1077 case BRACERS:
1078 case FORCE:
1079 case CLOAK:
1080 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1081 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1082 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1083
1084 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1085 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1086
1087 break;
1088
1089 default:
1090 break;
1091 }
1092
1093 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1094 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1095
1096 /* levitate was what is was before, so we'll keep it */
1097 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1098 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1099 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1100
1101 /* walking is presumed as 'normal', so doesn't need mentioning */
1102
1103 if (op->item_power)
1104 buf.printf ("(item_power %+d)", op->item_power);
1105 } /* End if identified or applied */
1106
1107 /* This blocks only deals with fully identified object.
1108 * it is intentional that this is not an 'else' from a above -
1109 * in this way, information is added.
1110 */
1111 if (identified)
1112 {
1113 int more_info = 0;
1114
1115 switch (op->type)
1116 {
1117 case ROD: /* These use stats.sp for spell selection and stats.food */
1118 case HORN: /* and stats.hp for spell-point regeneration... */
1119 case BOW:
1120 case ARROW:
1121 case WAND:
1122 case FOOD:
1123 case FLESH:
1124 case DRINK:
1125 more_info = 0;
1126 break;
1127
1128 /* Armor type objects */
1129 case ARMOUR:
1130 case HELMET:
1131 case SHIELD:
1132 case BOOTS:
1133 case GLOVES:
1134 case GIRDLE:
1135 case BRACERS:
1136 case CLOAK:
1137 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1138 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1139 more_info = 1;
1140 break;
1141
1142 case WEAPON:
1143 /* Calculate it the same way fix_player does so the results
1144 * make sense.
1145 */
1146 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1147 if (i < 0)
1148 i = 0;
1149
1150 buf.printf ("(weapon speed %d)", i);
1151 more_info = 1;
1152 break;
1153 }
1154
1155 if (more_info)
1156 {
1157 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1158 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1159 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1160 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1161 }
1162
1163 if (op->stats.luck)
1164 buf.printf ("(luck%+d)", op->stats.luck);
1165
1166 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1167 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1168 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1169 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1170
1171 if (op->slaying && op->type != FOOD)
1172 buf.printf ("(slay %s)", &op->slaying);
1173
1174 buf.add_abilities ("Attacks", op->attacktype);
1175 /* resistance on flesh is only visible for quetzals. If
1176 * non flesh, everyone can see its resistances
1177 */
1178 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1179 buf << describe_resistance (op, 0);
1180
1181 buf.add_paths ("Attuned", op->path_attuned);
1182 buf.add_paths ("Repelled", op->path_repelled);
1183 buf.add_paths ("Denied", op->path_denied);
1184 }
1185
1186 return buf;
1187 }
1188
1189 std::string
1190 object::describe_item (object *who)
1191 {
1192 return std::string (::describe_item (this, who));
1193 }
1194
1195 void
1196 examine (object *op, object *tmp)
1197 {
1198 std::string info = tmp->describe (op);
1199 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1200 }
1201
1202 /*
1203 * inventory prints object's inventory. If inv==NULL then print player's
1204 * inventory.
1205 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1206 */
1207 const char *
1208 object::query_inventory (object *who, const char *indent)
1209 {
1210 static dynbuf_text buf; buf.clear ();
1211
1212 for (object *tmp = inv; tmp; tmp = tmp->below)
1213 if (who && QUERY_FLAG (who, FLAG_WIZ))
1214 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1215 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1216 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1217
1218 if (buf.size ())
1219 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1220 else
1221 buf.printf ("%s(empty)\n", indent);
1222
1223 return buf;
1224 }
1225
1226 /* Return true if the item is magical. A magical item is one that
1227 * increases/decreases any abilities, provides a resistance,
1228 * has a generic magical bonus, or is an artifact.
1229 * This function is used by detect_magic to determine if an item
1230 * should be marked as magical.
1231 */
1232 int
1233 is_magical (const object *op)
1234 {
1235 int i;
1236
1237 /* living creatures are considered non magical */
1238 if (QUERY_FLAG (op, FLAG_ALIVE))
1239 return 0;
1240
1241 /* This is a test for it being an artifact, as artifacts have titles */
1242 if (op->title != NULL)
1243 return 1;
1244
1245 /* Handle rings and amulets specially. If they change any of these
1246 * values, it means they are magical.
1247 */
1248 if ((op->type == AMULET || op->type == RING) &&
1249 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1250 return 1;
1251
1252 /* Check for stealty, speed, flying, or just plain magic in the boots */
1253 /* Presume any boots that hvae a move_type are special. */
1254 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1255 return 1;
1256
1257 /* Take care of amulet/shield that reflects spells/missiles */
1258 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1259 return 1;
1260
1261 /* Take care of helmet of xrays */
1262 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1263 return 1;
1264
1265 /* Potions & rods are always magical. Wands/staves are also magical,
1266 * assuming they still have any charges left.
1267 */
1268 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1269 return 1;
1270
1271 /* if something gives a protection, either positive or negative, its magical */
1272 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1273 * so this always works out fine.
1274 */
1275 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1276 if (op->resist[i])
1277 return 1;
1278
1279 /* Physical protection is expected on some item types, so they should
1280 * not be considered magical.
1281 */
1282 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1283 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1284 return 1;
1285
1286 /* power crystal, spellbooks, and scrolls are always magical. */
1287 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1288 return 1;
1289
1290 /* Check to see if it increases/decreases any stats */
1291 for (i = 0; i < NUM_STATS; i++)
1292 if (op->stats.stat (i))
1293 return 1;
1294
1295 /* If it doesn't fall into any of the above categories, must
1296 * be non magical.
1297 */
1298 return 0;
1299 }
1300
1301 /* need_identify returns true if the item should be identified. This
1302 * function really should not exist - by default, any item not identified
1303 * should need it.
1304 */
1305
1306 int
1307 need_identify (const object *op)
1308 {
1309 switch (op->type)
1310 {
1311 case RING:
1312 case WAND:
1313 case ROD:
1314 case HORN:
1315 case SCROLL:
1316 case SKILL:
1317 case SKILLSCROLL:
1318 case SPELLBOOK:
1319 case FOOD:
1320 case POTION:
1321 case BOW:
1322 case ARROW:
1323 case WEAPON:
1324 case ARMOUR:
1325 case SHIELD:
1326 case HELMET:
1327 case AMULET:
1328 case BOOTS:
1329 case GLOVES:
1330 case BRACERS:
1331 case GIRDLE:
1332 case CONTAINER:
1333 case DRINK:
1334 case FLESH:
1335 case INORGANIC:
1336 case CLOSE_CON:
1337 case CLOAK:
1338 case GEM:
1339 case POWER_CRYSTAL:
1340 case POISON:
1341 case BOOK:
1342 case SKILL_TOOL:
1343 return 1;
1344 }
1345
1346 /* Try to track down some stuff that may show up here. Thus, the
1347 * archetype file can be updated, and this function removed.
1348 */
1349 #if 0
1350 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1351 #endif
1352 return 0;
1353 }
1354
1355 /*
1356 * Supposed to fix face-values as well here, but later.
1357 */
1358 void
1359 identify (object *op)
1360 {
1361 SET_FLAG (op, FLAG_IDENTIFIED);
1362 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1363 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1364
1365 /*
1366 * We want autojoining of equal objects:
1367 */
1368 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1369 SET_FLAG (op, FLAG_KNOWN_CURSED);
1370
1371 if (op->type == POTION)
1372 {
1373 if (op->inv && op->randomitems)
1374 op->title = op->inv->name;
1375 else if (op->arch)
1376 {
1377 op->name = op->arch->object::name;
1378 op->name_pl = op->arch->object::name_pl;
1379 }
1380 }
1381
1382 /* If the object is on a map, make sure we update its face */
1383 if (op->map)
1384 update_object (op, UP_OBJ_CHANGE);
1385 else if (object *pl = op->visible_to ())
1386 /* A lot of the values can change from an update - might as well send
1387 * it all.
1388 */
1389 esrv_send_item (pl, op);
1390 }
1391