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Revision: 1.50
Committed: Wed Apr 30 05:06:36 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_54, rel-2_55, rel-2_56, rel-2_53, rel-2_61
Changes since 1.49: +2 -1 lines
Log Message:
*** empty log message ***

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
305 if (op->slaying)
306 enc += 2; /* What it slays is probably more relevent */
307 }
308
309 /* Items the player can equip */
310 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
311 (op->type == SHIELD) || (op->type == RING) ||
312 (op->type == BOOTS) || (op->type == GLOVES) ||
313 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314 {
315 enc += op->stats.food; /* sustenance */
316 enc += op->stats.hp; /* hp regen */
317 enc += op->stats.sp; /* mana regen */
318 enc += op->stats.grace; /* grace regen */
319 enc += op->stats.exp; /* speed bonus */
320 }
321
322 enc += op->stats.luck;
323
324 /* Do spell paths now */
325 for (i = 1; i < NRSPELLPATHS; i++)
326 {
327 if (op->path_attuned & (1 << i))
328 enc++;
329 else if (op->path_denied & (1 << i))
330 enc -= 2;
331 else if (op->path_repelled & (1 << i))
332 enc--;
333 }
334
335 if (QUERY_FLAG (op, FLAG_LIFESAVE))
336 enc += 5;
337 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
338 enc += 3;
339 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
340 enc += 2;
341 if (QUERY_FLAG (op, FLAG_STEALTH))
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_XRAYS))
344 enc += 2;
345 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
346 enc += 1;
347 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
348 enc += 1;
349
350 return get_power_from_ench (enc);
351 }
352
353 /* returns the typedata that has a number equal to itemtype, if there
354 * isn't one, returns NULL */
355 const typedata *
356 get_typedata (int itemtype)
357 {
358 int i;
359
360 for (i = 0; i < item_types_size; i++)
361 if (item_types[i].number == itemtype)
362 return &item_types[i];
363
364 return NULL;
365 }
366
367 /* returns the typedata that has a name equal to itemtype, if there
368 * isn't one, return the plural name that matches, if there still isn't
369 * one return NULL */
370 const typedata *
371 get_typedata_by_name (const char *name)
372 {
373 int i;
374
375 for (i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name, name))
377 return &item_types[i];
378
379 for (i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name_pl, name))
381 {
382 LOG (llevInfo,
383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
384 return &item_types[i];
385 }
386
387 return NULL;
388 }
389
390 /* describe_resistance generates the visible naming for resistances.
391 * returns a static array of the description. This can return
392 * a big buffer.
393 * if newline is true, we don't put parens around the description
394 * but do put a newline at the end. Useful when dumping to files
395 */
396 const char *
397 describe_resistance (const object *op, int newline)
398 {
399 static char buf[VERY_BIG_BUF];
400 char buf1[VERY_BIG_BUF];
401 int tmpvar;
402
403 buf[0] = 0;
404 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
405 {
406 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
407 {
408 if (!newline)
409 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
410 else
411 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
412
413 strcat (buf, buf1);
414 }
415 }
416 return buf;
417 }
418
419
420 /*
421 * query_weight(object) returns a character pointer to a static buffer
422 * containing the text-representation of the weight of the given object.
423 * The buffer will be overwritten by the next call to query_weight().
424 */
425 const char *
426 query_weight (const object *op)
427 {
428 static char buf[10];
429 sint32 i = op->total_weight ();
430
431 if (op->weight < 0)
432 return " ";
433
434 if (i % 1000)
435 sprintf (buf, "%6.1f", i / 1000.0);
436 else
437 sprintf (buf, "%4d ", i / 1000);
438
439 return buf;
440 }
441
442 /*
443 * Returns the pointer to a static buffer containing
444 * the number requested (of the form first, second, third...)
445 */
446 const char *
447 get_levelnumber (int i)
448 {
449 static char buf[MAX_BUF];
450
451 if (i > 99)
452 {
453 sprintf (buf, "%d.", i);
454 return buf;
455 }
456
457 if (i < 21)
458 return levelnumbers[i];
459 if (!(i % 10))
460 return levelnumbers_10[i / 10];
461
462 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]);
464 return buf;
465 }
466
467 /*
468 * get_number(integer) returns the text-representation of the given number
469 * in a static buffer. The buffer might be overwritten at the next
470 * call to get_number().
471 * It is currently only used by the query_name() function.
472 */
473 const char *
474 get_number (int i)
475 {
476 if (i <= 20)
477 return numbers[i];
478 else
479 {
480 static char buf[MAX_BUF];
481
482 sprintf (buf, "%d", i);
483 return buf;
484 }
485 }
486
487 /*
488 * Returns pointer to static buffer containing ring's or amulet's
489 * abilities
490 * These are taken from old query_name(), but it would work better
491 * if describle_item() would be called to get this information and
492 * caller would handle FULL_RING_DESCRIPTION definition.
493 * Or make FULL_RING_DESCRIPTION standard part of a game and let
494 * client handle names.
495 */
496
497 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
498 * from stats.sp - b.t.
499 */
500 const char *
501 ring_desc (const object *op)
502 {
503 static dynbuf_text buf; buf.clear ();
504 int attr, val, len;
505
506 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
507 {
508 for (attr = 0; attr < NUM_STATS; attr++)
509 if ((val = op->stats.stat (attr)))
510 buf.printf ("(%s%+d)", short_stat_name[attr], val);
511
512 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
513 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
514 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
515 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
516
517 buf << describe_resistance (op, 0);
518
519 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
520 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
521 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
522 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
523 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
524
525 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
526 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
527 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
528 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
529
530 buf.add_paths ("Attuned" , op->path_attuned);
531 buf.add_paths ("Repelled", op->path_repelled);
532 buf.add_paths ("Denied" , op->path_denied);
533
534 if (buf.empty ())
535 buf << "of adornment";
536 }
537
538 return buf;
539 }
540
541 /*
542 * query_short_name(object) is similar to query_name, but doesn't
543 * contain any information about object status (worn/cursed/etc.)
544 */
545 const char *
546 query_short_name (const object *op)
547 {
548 if (op->name == 0)
549 return "(null)";
550
551 if (!op->nrof
552 && !op->weight
553 && !op->title
554 && !is_magical (op)
555 && op->slaying != shstr_money)
556 return op->name; /* To speed things up (or make things slower?) */
557
558 static dynbuf_text buf; buf.clear ();
559
560 buf << (op->nrof <= 1 ? op->name : op->name_pl);
561
562 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
563 buf << ' ' << op->title;
564
565 switch (op->type)
566 {
567 case SPELLBOOK:
568 case SCROLL:
569 case WAND:
570 case ROD:
571 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
572 {
573 if (!op->title)
574 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
575
576 if (op->type != SPELLBOOK)
577 buf.printf (" (lvl %d)", op->level);
578 }
579 break;
580
581 case ALTAR:
582 case TRIGGER_ALTAR:
583 case IDENTIFY_ALTAR:
584 case CONVERTER:
585 if (op->slaying == shstr_money)
586 {
587 bool wrap = !!buf.size ();
588
589 if (wrap) buf << " [";
590
591 archetype *coin = 0;
592
593 for (char const *const *c = coins; *coins; ++c)
594 if ((coin = archetype::find (*c)))
595 if (op->stats.food % coin->value == 0)
596 break;
597
598 sint32 coins = op->stats.food / coin->value;
599
600 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
601
602 if (wrap) buf << ']';
603 }
604 break;
605
606 case SKILL:
607 case AMULET:
608 case RING:
609 if (!op->title)
610 {
611 /* If ring has a title, full description isn't so useful */
612 const char *s = ring_desc (op);
613
614 if (s && *s)
615 buf << " " << s;
616 }
617 break;
618
619 default:
620 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
621 buf.printf (" %+d", op->magic);
622 }
623
624 return buf;
625 }
626
627 /*
628 * query_name(object) returns a character pointer pointing to a static
629 * buffer which contains a verbose textual representation of the name
630 * of the given object.
631 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
632 * you can make several calls to query_name before the bufs start getting
633 * overwritten. This may be a bad thing (it may be easier to assume the value
634 * returned is good forever.) However, it makes printing statements that
635 * use several names much easier (don't need to store them to temp variables.)
636 *
637 */
638 const char *
639 query_name (const object *op)
640 {
641 int len = 0;
642 static dynbuf_text bufs[5];
643 static int use_buf = 0;
644
645 use_buf++;
646 use_buf %= 5;
647
648 dynbuf_text &buf = bufs [use_buf];
649 buf.clear ();
650
651 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
652 if (materialtype_t *mt = name_to_material (op->materialname))
653 buf << mt->description << ' ';
654
655 buf << query_short_name (op);
656
657 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
658 buf << " *";
659 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
660 buf << " (open)";
661
662 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
663 {
664 if (QUERY_FLAG (op, FLAG_DAMNED))
665 buf << " (damned)";
666 else if (QUERY_FLAG (op, FLAG_CURSED))
667 buf << " (cursed)";
668 }
669
670 /* Basically, if the object is known magical (detect magic spell on it),
671 * and it isn't identified, print out the fact that
672 * it is magical. Assume that the detect magical spell will only set
673 * KNOWN_MAGICAL if the item actually is magical.
674 *
675 * Changed in V 0.91.4 - still print that the object is magical even
676 * if it has been applied. Equipping an item does not tell full
677 * abilities, especially for artifact items.
678 */
679 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
680 buf << " (magic)";
681
682 #if 0
683 /* item_power will be returned in desribe_item - it shouldn't really
684 * be returned in the name.
685 */
686 if (op->item_power)
687 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
688
689 #endif
690
691 if (QUERY_FLAG (op, FLAG_APPLIED))
692 {
693 switch (op->type)
694 {
695 case BOW:
696 case WAND:
697 case ROD:
698 case HORN:
699 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
700 break;
701 case WEAPON:
702 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
703 break;
704 case ARMOUR:
705 case HELMET:
706 case SHIELD:
707 case RING:
708 case BOOTS:
709 case GLOVES:
710 case AMULET:
711 case GIRDLE:
712 case BRACERS:
713 case CLOAK:
714 buf << " (worn)";
715 break;
716 case CONTAINER:
717 buf << " (active)";
718 break;
719 case SKILL:
720 default:
721 buf << " (applied)";
722 }
723 }
724
725 if (QUERY_FLAG (op, FLAG_UNPAID))
726 buf << " (unpaid)";
727
728 return buf;
729 }
730
731 /*
732 * query_base_name(object) returns a character pointer pointing to a static
733 * buffer which contains a verbose textual representation of the name
734 * of the given object. The buffer will be overwritten at the next
735 * call to query_base_name(). This is a lot like query_name, but we
736 * don't include the item count or item status. Used for inventory sorting
737 * and sending to client.
738 * If plural is set, we generate the plural name of this.
739 */
740 const char *
741 query_base_name (const object *op, int plural)
742 {
743 if ((!plural && !op->name) || (plural && !op->name_pl))
744 return "(null)";
745
746 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
747 return op->name; /* To speed things up (or make things slower?) */
748
749 static dynbuf_text buf; buf.clear ();
750
751 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
752 if (materialtype_t *mt = name_to_material (op->materialname))
753 if (op->arch->materialname != mt->name)
754 buf << mt->description << ' ';
755
756 buf << (plural ? op->name_pl : op->name);
757
758 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
759 buf << ' ' << op->title;
760
761 switch (op->type)
762 {
763 case SPELLBOOK:
764 case SCROLL:
765 case WAND:
766 case ROD:
767 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
768 {
769 if (!op->title)
770 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
771
772 if (op->type != SPELLBOOK)
773 buf.printf (" (lvl %d)", op->level);
774 }
775 break;
776
777
778 case SKILL:
779 case AMULET:
780 case RING:
781 if (!op->title)
782 {
783 /* If ring has a title, full description isn't so useful */
784 const char *s = ring_desc (op);
785
786 if (s && *s)
787 buf << ' ' << s;
788 }
789 break;
790
791 default:
792 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
793 buf.printf (" %+d", op->magic);
794 }
795
796 return buf;
797 }
798
799 /* Break this off from describe_item - that function was way
800 * too long, making it difficult to read. This function deals
801 * with describing the monsters & players abilities. It should only
802 * be called with monster & player objects. Returns a description
803 * in a static buffer.
804 */
805 static const char *
806 describe_monster (const object *op)
807 {
808 static dynbuf_text buf; buf.clear ();
809
810 /* Note that the resolution this provides for players really isn't
811 * very good. Any player with a speed greater than .67 will
812 * fall into the 'lightning fast movement' category.
813 */
814 if (op->has_active_speed ())
815 switch ((int) ((FABS (op->speed)) * 15))
816 {
817 case 0:
818 buf << "(very slow movement";
819 break;
820 case 1:
821 buf << "(slow movement)";
822 break;
823 case 2:
824 buf << "(normal movement)";
825 break;
826 case 3:
827 case 4:
828 buf << "(fast movement)";
829 break;
830 case 5:
831 case 6:
832 buf << "(very fast movement)";
833 break;
834 case 7:
835 case 8:
836 case 9:
837 case 10:
838 buf << "(extremely fast movement)";
839 break;
840 default:
841 buf << "(lightning fast movement)";
842 break;
843 }
844
845 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
846 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
847 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
848 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
849 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
850 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
851 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
852 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
853 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
854 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
855 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
856 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
857 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
858 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
859
860 if (op->randomitems)
861 {
862 bool first = 1;
863
864 for (treasure *t = op->randomitems->items; t; t = t->next)
865 if (t->item && t->item->type == SPELL)
866 {
867 if (first)
868 buf << "(Spell abilities:)";
869
870 first = 0;
871
872 buf << '(' << t->item->object::name << ')';
873 }
874 }
875
876 if (op->type == PLAYER)
877 {
878 if (op->contr->digestion)
879 buf.printf ("(sustenance%+d)", op->contr->digestion);
880
881 if (op->contr->gen_grace)
882 buf.printf ("(grace%+d)", op->contr->gen_grace);
883
884 if (op->contr->gen_sp)
885 buf.printf ("(magic%+d)", op->contr->gen_sp);
886
887 if (op->contr->gen_hp)
888 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
889
890 if (op->stats.luck)
891 buf.printf ("(luck%+d)", op->stats.luck);
892 }
893
894 /* describe attacktypes */
895 if (is_dragon_pl (op))
896 {
897 /* for dragon players display the attacktypes from clawing skill
898 * Break apart the for loop - move the comparison checking down -
899 * this makes it more readable.
900 */
901 object *tmp;
902
903 for (tmp = op->inv; tmp; tmp = tmp->below)
904 if (tmp->type == SKILL && tmp->name == shstr_clawing)
905 break;
906
907 if (tmp && tmp->attacktype)
908 buf.add_abilities ("Claws", tmp->attacktype);
909 else
910 buf.add_abilities ("Attacks", op->attacktype);
911 }
912 else
913 buf.add_abilities ("Attacks", op->attacktype);
914
915 buf.add_paths ("Attuned" , op->path_attuned);
916 buf.add_paths ("Repelled", op->path_repelled);
917 buf.add_paths ("Denied" , op->path_denied);
918
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (op->resist[i])
921 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
922
923 return buf;
924 }
925
926 /*
927 * Returns a pointer to a static buffer which contains a
928 * description of the given object.
929 * If it is a monster, lots of information about its abilities
930 * will be returned.
931 * If it is an item, lots of information about which abilities
932 * will be gained about its user will be returned.
933 * If it is a player, it writes out the current abilities
934 * of the player, which is usually gained by the items applied.
935 * It would be really handy to actually pass another object
936 * pointer on who is examining this object. Then, you could reveal
937 * certain information depending on what the examiner knows, eg,
938 * wouldn't need to use the SEE_INVISIBLE flag to know it is
939 * a dragon player examining food. Could have things like
940 * a dwarven axe, in which the full abilities are only known to
941 * dwarves, etc.
942 *
943 * This function is really much more complicated than it should
944 * be, because different objects have different meanings
945 * for the same field (eg, wands use 'food' for charges). This
946 * means these special cases need to be worked out.
947 *
948 * Add 'owner' who is the person examining this object.
949 * owner can be null if no one is being associated with this
950 * item (eg, debug dump or the like)
951 */
952 const char *
953 describe_item (const object *op, object *owner)
954 {
955 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
956 return describe_monster (op);
957
958 static dynbuf_text buf; buf.clear ();
959 int identified, i;
960
961 /* figure this out once, instead of making multiple calls to need_identify.
962 * also makes the code easier to read.
963 */
964 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
965 if (!identified)
966 buf << "(unidentified)";
967
968 switch (op->type)
969 {
970 case BOW:
971 case ARROW:
972 case WAND:
973 case ROD:
974 case HORN:
975 case WEAPON:
976 case ARMOUR:
977 case HELMET:
978 case SHIELD:
979 case BOOTS:
980 case GLOVES:
981 case GIRDLE:
982 case BRACERS:
983 case CLOAK:
984 case SKILL_TOOL:
985 break; /* We have more information to do below this switch */
986
987 case POWER_CRYSTAL:
988 if (op->stats.maxsp > 1000)
989 { /*higher capacity crystals */
990 i = (op->stats.maxsp % 1000) / 100;
991
992 if (i)
993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
994 else
995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
996 }
997 else
998 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
999
1000 i = (op->stats.sp * 10) / op->stats.maxsp;
1001 if (op->stats.sp == 0)
1002 buf << "empty.";
1003 else if (i == 0)
1004 buf << "almost empty.";
1005 else if (i < 3)
1006 buf << "partially filled.";
1007 else if (i < 6)
1008 buf << "half full.";
1009 else if (i < 9)
1010 buf << "well charged.";
1011 else if (op->stats.sp == op->stats.maxsp)
1012 buf << "fully charged.";
1013 else
1014 buf << "almost full.";
1015 break;
1016
1017 case FOOD:
1018 case FLESH:
1019 case DRINK:
1020 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1021 {
1022 buf.printf ("(food+%d)", op->stats.food);
1023
1024 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1025 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1026
1027 if (!QUERY_FLAG (op, FLAG_CURSED))
1028 {
1029 if (op->stats.hp) buf << "(heals)";
1030 if (op->stats.sp) buf << "(spellpoint regen)";
1031 }
1032 else
1033 {
1034 if (op->stats.hp) buf << "(damages)";
1035 if (op->stats.sp) buf << "(spellpoint depletion)";
1036 }
1037 }
1038 break;
1039
1040 case SKILL:
1041 case RING:
1042 case AMULET:
1043 if (op->item_power)
1044 buf.printf ("(item_power %+d)", op->item_power);
1045
1046 if (op->title)
1047 buf << ring_desc (op);
1048
1049 return buf;
1050
1051 default:
1052 return buf;
1053 }
1054
1055 /* Down here, we more further describe equipment type items.
1056 * only describe them if they have been identified or the like.
1057 */
1058 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1059 {
1060 int attr, val;
1061
1062 for (attr = 0; attr < NUM_STATS; attr++)
1063 if ((val = op->stats.stat (attr)))
1064 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1065
1066 if (op->stats.exp)
1067 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1068
1069 switch (op->type)
1070 {
1071 case BOW:
1072 case ARROW:
1073 case GIRDLE:
1074 case HELMET:
1075 case SHIELD:
1076 case BOOTS:
1077 case GLOVES:
1078 case WEAPON:
1079 case SKILL:
1080 case RING:
1081 case AMULET:
1082 case ARMOUR:
1083 case BRACERS:
1084 case FORCE:
1085 case CLOAK:
1086 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1087 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1088 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1089
1090 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1091 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1092
1093 break;
1094
1095 default:
1096 break;
1097 }
1098
1099 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1100 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1101
1102 /* levitate was what is was before, so we'll keep it */
1103 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1104 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1105 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1106
1107 /* walking is presumed as 'normal', so doesn't need mentioning */
1108
1109 if (op->item_power)
1110 buf.printf ("(item_power %+d)", op->item_power);
1111 } /* End if identified or applied */
1112
1113 /* This blocks only deals with fully identified object.
1114 * it is intentional that this is not an 'else' from a above -
1115 * in this way, information is added.
1116 */
1117 if (identified)
1118 {
1119 int more_info = 0;
1120
1121 switch (op->type)
1122 {
1123 case ROD: /* These use stats.sp for spell selection and stats.food */
1124 case HORN: /* and stats.hp for spell-point regeneration... */
1125 case BOW:
1126 case ARROW:
1127 case WAND:
1128 case FOOD:
1129 case FLESH:
1130 case DRINK:
1131 more_info = 0;
1132 break;
1133
1134 /* Armor type objects */
1135 case ARMOUR:
1136 case HELMET:
1137 case SHIELD:
1138 case BOOTS:
1139 case GLOVES:
1140 case GIRDLE:
1141 case BRACERS:
1142 case CLOAK:
1143 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1144 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1145 more_info = 1;
1146 break;
1147
1148 case WEAPON:
1149 /* Calculate it the same way fix_player does so the results
1150 * make sense.
1151 */
1152 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1153 if (i < 0)
1154 i = 0;
1155
1156 buf.printf ("(weapon speed %d)", i);
1157 more_info = 1;
1158 break;
1159 }
1160
1161 if (more_info)
1162 {
1163 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1164 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1165 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1166 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1167 }
1168
1169 if (op->stats.luck)
1170 buf.printf ("(luck%+d)", op->stats.luck);
1171
1172 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1173 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1174 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1175 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1176
1177 if (op->slaying && op->type != FOOD)
1178 buf.printf ("(slay %s)", &op->slaying);
1179
1180 buf.add_abilities ("Attacks", op->attacktype);
1181 /* resistance on flesh is only visible for quetzals. If
1182 * non flesh, everyone can see its resistances
1183 */
1184 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1185 buf << describe_resistance (op, 0);
1186
1187 buf.add_paths ("Attuned", op->path_attuned);
1188 buf.add_paths ("Repelled", op->path_repelled);
1189 buf.add_paths ("Denied", op->path_denied);
1190 }
1191
1192 return buf;
1193 }
1194
1195 std::string
1196 object::describe_item (object *who)
1197 {
1198 return std::string (::describe_item (this, who));
1199 }
1200
1201 void
1202 examine (object *op, object *tmp)
1203 {
1204 std::string info = tmp->describe (op);
1205 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1206 }
1207
1208 /*
1209 * inventory prints object's inventory. If inv==NULL then print player's
1210 * inventory.
1211 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1212 */
1213 const char *
1214 object::query_inventory (object *who, const char *indent)
1215 {
1216 static dynbuf_text buf; buf.clear ();
1217
1218 for (object *tmp = inv; tmp; tmp = tmp->below)
1219 if (who && QUERY_FLAG (who, FLAG_WIZ))
1220 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
1221 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1222 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
1223
1224 if (buf.size ())
1225 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
1226 else
1227 buf.printf ("%s(empty)\n", indent);
1228
1229 return buf;
1230 }
1231
1232 /* Return true if the item is magical. A magical item is one that
1233 * increases/decreases any abilities, provides a resistance,
1234 * has a generic magical bonus, or is an artifact.
1235 * This function is used by detect_magic to determine if an item
1236 * should be marked as magical.
1237 */
1238 int
1239 is_magical (const object *op)
1240 {
1241 int i;
1242
1243 /* living creatures are considered non magical */
1244 if (QUERY_FLAG (op, FLAG_ALIVE))
1245 return 0;
1246
1247 /* This is a test for it being an artifact, as artifacts have titles */
1248 if (op->title != NULL)
1249 return 1;
1250
1251 /* Handle rings and amulets specially. If they change any of these
1252 * values, it means they are magical.
1253 */
1254 if ((op->type == AMULET || op->type == RING) &&
1255 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1256 return 1;
1257
1258 /* Check for stealty, speed, flying, or just plain magic in the boots */
1259 /* Presume any boots that hvae a move_type are special. */
1260 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1261 return 1;
1262
1263 /* Take care of amulet/shield that reflects spells/missiles */
1264 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1265 return 1;
1266
1267 /* Take care of helmet of xrays */
1268 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1269 return 1;
1270
1271 /* Potions & rods are always magical. Wands/staves are also magical,
1272 * assuming they still have any charges left.
1273 */
1274 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1275 return 1;
1276
1277 /* if something gives a protection, either positive or negative, its magical */
1278 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1279 * so this always works out fine.
1280 */
1281 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1282 if (op->resist[i])
1283 return 1;
1284
1285 /* Physical protection is expected on some item types, so they should
1286 * not be considered magical.
1287 */
1288 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1289 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1290 return 1;
1291
1292 /* power crystal, spellbooks, and scrolls are always magical. */
1293 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1294 return 1;
1295
1296 /* Check to see if it increases/decreases any stats */
1297 for (i = 0; i < NUM_STATS; i++)
1298 if (op->stats.stat (i))
1299 return 1;
1300
1301 /* If it doesn't fall into any of the above categories, must
1302 * be non magical.
1303 */
1304 return 0;
1305 }
1306
1307 /* need_identify returns true if the item should be identified. This
1308 * function really should not exist - by default, any item not identified
1309 * should need it.
1310 */
1311
1312 int
1313 need_identify (const object *op)
1314 {
1315 switch (op->type)
1316 {
1317 case RING:
1318 case WAND:
1319 case ROD:
1320 case HORN:
1321 case SCROLL:
1322 case SKILL:
1323 case SKILLSCROLL:
1324 case SPELLBOOK:
1325 case FOOD:
1326 case POTION:
1327 case BOW:
1328 case ARROW:
1329 case WEAPON:
1330 case ARMOUR:
1331 case SHIELD:
1332 case HELMET:
1333 case AMULET:
1334 case BOOTS:
1335 case GLOVES:
1336 case BRACERS:
1337 case GIRDLE:
1338 case CONTAINER:
1339 case DRINK:
1340 case FLESH:
1341 case INORGANIC:
1342 case CLOSE_CON:
1343 case CLOAK:
1344 case GEM:
1345 case POWER_CRYSTAL:
1346 case POISON:
1347 case BOOK:
1348 case SKILL_TOOL:
1349 return 1;
1350 }
1351
1352 /* Try to track down some stuff that may show up here. Thus, the
1353 * archetype file can be updated, and this function removed.
1354 */
1355 #if 0
1356 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1357 #endif
1358 return 0;
1359 }
1360
1361 /*
1362 * Supposed to fix face-values as well here, but later.
1363 */
1364 void
1365 identify (object *op)
1366 {
1367 SET_FLAG (op, FLAG_IDENTIFIED);
1368 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1369 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1370
1371 /*
1372 * We want autojoining of equal objects:
1373 */
1374 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1375 SET_FLAG (op, FLAG_KNOWN_CURSED);
1376
1377 if (op->type == POTION)
1378 {
1379 if (op->inv && op->randomitems)
1380 op->title = op->inv->name;
1381 else if (op->arch)
1382 {
1383 op->name = op->arch->object::name;
1384 op->name_pl = op->arch->object::name_pl;
1385 }
1386 }
1387
1388 /* If the object is on a map, make sure we update its face */
1389 if (op->map)
1390 update_object (op, UP_OBJ_CHANGE);
1391
1392 if (object *pl = op->visible_to ())
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