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Revision: 1.53
Committed: Sun Jan 11 06:08:40 2009 UTC (15 years, 4 months ago) by root
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Branch: MAIN
Changes since 1.52: +23 -26 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 return enc_to_item_power [clamp (ench, 0, 20)];
258 }
259
260 /* This takes an object 'op' and figures out what its item_power
261 * rating should be. This should only really be used by the treasure
262 * generation code, and when loading legacy objects. It returns
263 * the item_power it calculates.
264 * If flag is 1, we return the number of enchantment, and not the
265 * the power. This is used in the treasure code.
266 */
267 int
268 calc_item_power (const object *op, int flag)
269 {
270 int i, tmp, enc;
271
272 enc = 0;
273 for (i = 0; i < NUM_STATS; i++)
274 enc += op->stats.stat (i);
275
276 /* This protection logic is pretty flawed. 20% fire resistance
277 * is much more valuable than 20% confusion, or 20% slow, or
278 * several others. Start at 1 - ignore physical - all that normal
279 * armour shouldn't be counted against
280 */
281 tmp = 0;
282 for (i = 1; i < NROFATTACKS; i++)
283 tmp += op->resist[i];
284
285 /* Add/substract 10 so that the rounding works out right */
286 if (tmp > 0)
287 enc += (tmp + 10) / 20;
288 else if (tmp < 0)
289 enc += (tmp - 10) / 20;
290
291 enc += op->magic;
292
293 /* For each attacktype a weapon has, one more encantment. Start at 1 -
294 * physical doesn't count against total.
295 */
296 if (op->type == WEAPON)
297 {
298 for (i = 1; i < NROFATTACKS; i++)
299 if (op->attacktype & (1 << i))
300 enc++;
301
302 if (op->slaying)
303 enc += 2; /* What it slays is probably more relevent */
304 }
305
306 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
311 {
312 enc += op->stats.food; /* sustenance */
313 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */
317 }
318
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
361 return NULL;
362 }
363
364 /* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */
367 const typedata *
368 get_typedata_by_name (const char *name)
369 {
370 int i;
371
372 for (i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name))
374 return &item_types[i];
375
376 for (i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name))
378 {
379 LOG (llevInfo,
380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
381 return &item_types[i];
382 }
383
384 return NULL;
385 }
386
387 /* describe_resistance generates the visible naming for resistances.
388 * returns a static array of the description. This can return
389 * a big buffer.
390 * if newline is true, we don't put parens around the description
391 * but do put a newline at the end. Useful when dumping to files
392 */
393 const char *
394 describe_resistance (const object *op, int newline)
395 {
396 static char buf[VERY_BIG_BUF];
397 char buf1[VERY_BIG_BUF];
398 int tmpvar;
399
400 buf[0] = 0;
401 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
402 {
403 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
404 {
405 if (!newline)
406 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
407 else
408 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
409
410 strcat (buf, buf1);
411 }
412 }
413 return buf;
414 }
415
416
417 /*
418 * query_weight(object) returns a character pointer to a static buffer
419 * containing the text-representation of the weight of the given object.
420 * The buffer will be overwritten by the next call to query_weight().
421 */
422 const char *
423 query_weight (const object *op)
424 {
425 static char buf[10];
426 sint32 i = op->total_weight ();
427
428 if (op->weight < 0)
429 return " ";
430
431 if (i % 1000)
432 sprintf (buf, "%6.1f", i / 1000.0);
433 else
434 sprintf (buf, "%4d ", i / 1000);
435
436 return buf;
437 }
438
439 /*
440 * Returns the pointer to a static buffer containing
441 * the number requested (of the form first, second, third...)
442 */
443 const char *
444 get_levelnumber (int i)
445 {
446 static char buf[MAX_BUF];
447
448 if (i > 99)
449 {
450 sprintf (buf, "%d.", i);
451 return buf;
452 }
453
454 if (i < 21)
455 return levelnumbers[i];
456 if (!(i % 10))
457 return levelnumbers_10[i / 10];
458
459 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]);
461 return buf;
462 }
463
464 /*
465 * get_number(integer) returns the text-representation of the given number
466 * in a static buffer. The buffer might be overwritten at the next
467 * call to get_number().
468 * It is currently only used by the query_name() function.
469 */
470 const char *
471 get_number (int i)
472 {
473 if (i <= 20)
474 return numbers[i];
475 else
476 {
477 static char buf[MAX_BUF];
478
479 sprintf (buf, "%d", i);
480 return buf;
481 }
482 }
483
484 /*
485 * Returns pointer to static buffer containing ring's or amulet's
486 * abilities
487 * These are taken from old query_name(), but it would work better
488 * if describle_item() would be called to get this information and
489 * caller would handle FULL_RING_DESCRIPTION definition.
490 * Or make FULL_RING_DESCRIPTION standard part of a game and let
491 * client handle names.
492 */
493
494 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
495 * from stats.sp - b.t.
496 */
497 const char *
498 ring_desc (const object *op)
499 {
500 static dynbuf_text buf; buf.clear ();
501 int attr, val, len;
502
503 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
504 {
505 for (attr = 0; attr < NUM_STATS; attr++)
506 if ((val = op->stats.stat (attr)))
507 buf.printf ("(%s%+d)", short_stat_name[attr], val);
508
509 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
510 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
511 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
512 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
513
514 buf << describe_resistance (op, 0);
515
516 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
517 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
518 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
519 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
520 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
521
522 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
523 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
524 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
525 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
526
527 buf.add_paths ("Attuned" , op->path_attuned);
528 buf.add_paths ("Repelled", op->path_repelled);
529 buf.add_paths ("Denied" , op->path_denied);
530
531 if (buf.empty ())
532 buf << "of adornment";
533 }
534
535 return buf;
536 }
537
538 /*
539 * query_short_name(object) is similar to query_name, but doesn't
540 * contain any information about object status (worn/cursed/etc.)
541 */
542 const char *
543 query_short_name (const object *op)
544 {
545 if (!op->name)
546 return "(null)";
547
548 if (!op->nrof
549 && !op->weight
550 && !op->title
551 && !is_magical (op)
552 && op->slaying != shstr_money)
553 return op->name; /* To speed things up (or make things slower?) */
554
555 static dynbuf_text buf; buf.clear ();
556
557 buf << (op->nrof <= 1 ? op->name : op->name_pl);
558
559 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
560 buf << ' ' << op->title;
561
562 switch (op->type)
563 {
564 case SPELLBOOK:
565 case SCROLL:
566 case WAND:
567 case ROD:
568 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
569 {
570 if (!op->title)
571 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
572
573 if (op->type != SPELLBOOK)
574 buf.printf (" (lvl %d)", op->level);
575 }
576 break;
577
578 case ALTAR:
579 case TRIGGER_ALTAR:
580 case IDENTIFY_ALTAR:
581 case CONVERTER:
582 if (op->slaying == shstr_money)
583 {
584 bool wrap = !!buf.size ();
585
586 if (wrap) buf << " [";
587
588 archetype *coin = 0;
589
590 for (char const *const *c = coins; *coins; ++c)
591 if ((coin = archetype::find (*c)))
592 if (op->stats.food % coin->value == 0)
593 break;
594
595 sint32 coins = op->stats.food / coin->value;
596
597 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
598
599 if (wrap) buf << ']';
600 }
601 break;
602
603 case SKILL:
604 case AMULET:
605 case RING:
606 if (!op->title)
607 {
608 /* If ring has a title, full description isn't so useful */
609 const char *s = ring_desc (op);
610
611 if (s && *s)
612 buf << " " << s;
613 }
614 break;
615
616 default:
617 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
618 buf.printf (" %+d", op->magic);
619 }
620
621 return buf;
622 }
623
624 /*
625 * query_name(object) returns a character pointer pointing to a static
626 * buffer which contains a verbose textual representation of the name
627 * of the given object.
628 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
629 * you can make several calls to query_name before the bufs start getting
630 * overwritten. This may be a bad thing (it may be easier to assume the value
631 * returned is good forever.) However, it makes printing statements that
632 * use several names much easier (don't need to store them to temp variables.)
633 *
634 */
635 const char *
636 query_name (const object *op)
637 {
638 int len = 0;
639 static dynbuf_text bufs[5];
640 static int use_buf = 0;
641
642 use_buf++;
643 use_buf %= 5;
644
645 dynbuf_text &buf = bufs [use_buf];
646 buf.clear ();
647
648 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
649 if (materialtype_t *mt = name_to_material (op->materialname))
650 buf << mt->description << ' ';
651
652 buf << query_short_name (op);
653
654 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
655 buf << " *";
656 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
657 buf << " (open)";
658
659 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
660 {
661 if (QUERY_FLAG (op, FLAG_DAMNED))
662 buf << " (damned)";
663 else if (QUERY_FLAG (op, FLAG_CURSED))
664 buf << " (cursed)";
665 }
666
667 /* Basically, if the object is known magical (detect magic spell on it),
668 * and it isn't identified, print out the fact that
669 * it is magical. Assume that the detect magical spell will only set
670 * KNOWN_MAGICAL if the item actually is magical.
671 *
672 * Changed in V 0.91.4 - still print that the object is magical even
673 * if it has been applied. Equipping an item does not tell full
674 * abilities, especially for artifact items.
675 */
676 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
677 buf << " (magic)";
678
679 #if 0
680 /* item_power will be returned in desribe_item - it shouldn't really
681 * be returned in the name.
682 */
683 if (op->item_power)
684 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
685
686 #endif
687
688 if (QUERY_FLAG (op, FLAG_APPLIED))
689 {
690 switch (op->type)
691 {
692 case BOW:
693 case WAND:
694 case ROD:
695 case HORN:
696 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
697 break;
698 case WEAPON:
699 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
700 break;
701 case ARMOUR:
702 case HELMET:
703 case SHIELD:
704 case RING:
705 case BOOTS:
706 case GLOVES:
707 case AMULET:
708 case GIRDLE:
709 case BRACERS:
710 case CLOAK:
711 buf << " (worn)";
712 break;
713 case CONTAINER:
714 buf << " (active)";
715 break;
716 case SKILL:
717 default:
718 buf << " (applied)";
719 }
720 }
721
722 if (QUERY_FLAG (op, FLAG_UNPAID))
723 buf << " (unpaid)";
724
725 return buf;
726 }
727
728 /*
729 * query_base_name(object) returns a character pointer pointing to a static
730 * buffer which contains a verbose textual representation of the name
731 * of the given object. The buffer will be overwritten at the next
732 * call to query_base_name(). This is a lot like query_name, but we
733 * don't include the item count or item status. Used for inventory sorting
734 * and sending to client.
735 * If plural is set, we generate the plural name of this.
736 */
737 const char *
738 query_base_name (const object *op, int plural)
739 {
740 if ((!plural && !op->name) || (plural && !op->name_pl))
741 return "(null)";
742
743 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
744 return op->name; /* To speed things up (or make things slower?) */
745
746 static dynbuf_text buf; buf.clear ();
747
748 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
749 if (materialtype_t *mt = name_to_material (op->materialname))
750 if (op->arch->materialname != mt->name)
751 buf << mt->description << ' ';
752
753 buf << (plural ? op->name_pl : op->name);
754
755 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
756 buf << ' ' << op->title;
757
758 switch (op->type)
759 {
760 case SPELLBOOK:
761 case SCROLL:
762 case WAND:
763 case ROD:
764 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
765 {
766 if (!op->title)
767 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
768
769 if (op->type != SPELLBOOK)
770 buf.printf (" (lvl %d)", op->level);
771 }
772 break;
773
774
775 case SKILL:
776 case AMULET:
777 case RING:
778 if (!op->title)
779 {
780 /* If ring has a title, full description isn't so useful */
781 const char *s = ring_desc (op);
782
783 if (s && *s)
784 buf << ' ' << s;
785 }
786 break;
787
788 default:
789 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
790 buf.printf (" %+d", op->magic);
791 }
792
793 return buf;
794 }
795
796 /* Break this off from describe_item - that function was way
797 * too long, making it difficult to read. This function deals
798 * with describing the monsters & players abilities. It should only
799 * be called with monster & player objects. Returns a description
800 * in a static buffer.
801 */
802 static const char *
803 describe_monster (const object *op)
804 {
805 static dynbuf_text buf; buf.clear ();
806
807 /* Note that the resolution this provides for players really isn't
808 * very good. Any player with a speed greater than .67 will
809 * fall into the 'lightning fast movement' category.
810 */
811 if (op->has_active_speed ())
812 switch ((int) ((FABS (op->speed)) * 15))
813 {
814 case 0:
815 buf << "(very slow movement)";
816 break;
817 case 1:
818 buf << "(slow movement)";
819 break;
820 case 2:
821 buf << "(normal movement)";
822 break;
823 case 3:
824 case 4:
825 buf << "(fast movement)";
826 break;
827 case 5:
828 case 6:
829 buf << "(very fast movement)";
830 break;
831 case 7:
832 case 8:
833 case 9:
834 case 10:
835 buf << "(extremely fast movement)";
836 break;
837 default:
838 buf << "(lightning fast movement)";
839 break;
840 }
841
842 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
843 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
844 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
845 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
846 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
847 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
848 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
849 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
850 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
851 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
852 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
853 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
854 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
855 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
856
857 if (op->randomitems)
858 {
859 bool first = 1;
860
861 for (treasure *t = op->randomitems->items; t; t = t->next)
862 if (t->item && t->item->type == SPELL)
863 {
864 if (first)
865 buf << "(Spell abilities:)";
866
867 first = 0;
868
869 buf << '(' << t->item->object::name << ')';
870 }
871 }
872
873 if (op->type == PLAYER)
874 {
875 if (op->contr->digestion)
876 buf.printf ("(sustenance%+d)", op->contr->digestion);
877
878 if (op->contr->gen_grace)
879 buf.printf ("(grace%+d)", op->contr->gen_grace);
880
881 if (op->contr->gen_sp)
882 buf.printf ("(magic%+d)", op->contr->gen_sp);
883
884 if (op->contr->gen_hp)
885 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
886
887 if (op->stats.luck)
888 buf.printf ("(luck%+d)", op->stats.luck);
889 }
890
891 /* describe attacktypes */
892 if (is_dragon_pl (op))
893 {
894 /* for dragon players display the attacktypes from clawing skill
895 * Break apart the for loop - move the comparison checking down -
896 * this makes it more readable.
897 */
898 object *tmp;
899
900 for (tmp = op->inv; tmp; tmp = tmp->below)
901 if (tmp->type == SKILL && tmp->name == shstr_clawing)
902 break;
903
904 if (tmp && tmp->attacktype)
905 buf.add_abilities ("Claws", tmp->attacktype);
906 else
907 buf.add_abilities ("Attacks", op->attacktype);
908 }
909 else
910 buf.add_abilities ("Attacks", op->attacktype);
911
912 buf.add_paths ("Attuned" , op->path_attuned);
913 buf.add_paths ("Repelled", op->path_repelled);
914 buf.add_paths ("Denied" , op->path_denied);
915
916 for (int i = 0; i < NROFATTACKS; i++)
917 if (op->resist[i])
918 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
919
920 return buf;
921 }
922
923 /*
924 * Returns a pointer to a static buffer which contains a
925 * description of the given object.
926 * If it is a monster, lots of information about its abilities
927 * will be returned.
928 * If it is an item, lots of information about which abilities
929 * will be gained about its user will be returned.
930 * If it is a player, it writes out the current abilities
931 * of the player, which is usually gained by the items applied.
932 * It would be really handy to actually pass another object
933 * pointer on who is examining this object. Then, you could reveal
934 * certain information depending on what the examiner knows, eg,
935 * wouldn't need to use the SEE_INVISIBLE flag to know it is
936 * a dragon player examining food. Could have things like
937 * a dwarven axe, in which the full abilities are only known to
938 * dwarves, etc.
939 *
940 * This function is really much more complicated than it should
941 * be, because different objects have different meanings
942 * for the same field (eg, wands use 'food' for charges). This
943 * means these special cases need to be worked out.
944 *
945 * Add 'owner' who is the person examining this object.
946 * owner can be null if no one is being associated with this
947 * item (eg, debug dump or the like)
948 */
949 const char *
950 describe_item (const object *op, object *owner)
951 {
952 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
953 return describe_monster (op);
954
955 static dynbuf_text buf; buf.clear ();
956 int identified, i;
957
958 /* figure this out once, instead of making multiple calls to need_identify.
959 * also makes the code easier to read.
960 */
961 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
962 if (!identified)
963 buf << "(unidentified)";
964
965 switch (op->type)
966 {
967 case BOW:
968 case ARROW:
969 case WAND:
970 case ROD:
971 case HORN:
972 case WEAPON:
973 case ARMOUR:
974 case HELMET:
975 case SHIELD:
976 case BOOTS:
977 case GLOVES:
978 case GIRDLE:
979 case BRACERS:
980 case CLOAK:
981 case SKILL_TOOL:
982 break; /* We have more information to do below this switch */
983
984 case POWER_CRYSTAL:
985 if (op->stats.maxsp > 1000)
986 { /*higher capacity crystals */
987 i = (op->stats.maxsp % 1000) / 100;
988
989 if (i)
990 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
991 else
992 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
993 }
994 else
995 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
996
997 i = (op->stats.sp * 10) / op->stats.maxsp;
998 if (op->stats.sp == 0)
999 buf << "empty.";
1000 else if (i == 0)
1001 buf << "almost empty.";
1002 else if (i < 3)
1003 buf << "partially filled.";
1004 else if (i < 6)
1005 buf << "half full.";
1006 else if (i < 9)
1007 buf << "well charged.";
1008 else if (op->stats.sp == op->stats.maxsp)
1009 buf << "fully charged.";
1010 else
1011 buf << "almost full.";
1012 break;
1013
1014 case FOOD:
1015 case FLESH:
1016 case DRINK:
1017 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1018 {
1019 buf.printf ("(food+%d)", op->stats.food);
1020
1021 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1022 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1023
1024 if (!QUERY_FLAG (op, FLAG_CURSED))
1025 {
1026 if (op->stats.hp) buf << "(heals)";
1027 if (op->stats.sp) buf << "(spellpoint regen)";
1028 }
1029 else
1030 {
1031 if (op->stats.hp) buf << "(damages)";
1032 if (op->stats.sp) buf << "(spellpoint depletion)";
1033 }
1034 }
1035 break;
1036
1037 case SKILL:
1038 case RING:
1039 case AMULET:
1040 if (op->item_power)
1041 buf.printf ("(item_power %+d)", op->item_power);
1042
1043 if (op->title)
1044 buf << ring_desc (op);
1045
1046 return buf;
1047
1048 default:
1049 return buf;
1050 }
1051
1052 /* Down here, we more further describe equipment type items.
1053 * only describe them if they have been identified or the like.
1054 */
1055 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1056 {
1057 int attr, val;
1058
1059 for (attr = 0; attr < NUM_STATS; attr++)
1060 if ((val = op->stats.stat (attr)))
1061 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1062
1063 if (op->stats.exp)
1064 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1065
1066 switch (op->type)
1067 {
1068 case BOW:
1069 case ARROW:
1070 case GIRDLE:
1071 case HELMET:
1072 case SHIELD:
1073 case BOOTS:
1074 case GLOVES:
1075 case WEAPON:
1076 case SKILL:
1077 case RING:
1078 case AMULET:
1079 case ARMOUR:
1080 case BRACERS:
1081 case FORCE:
1082 case CLOAK:
1083 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1084 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1085 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1086
1087 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1088 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1089
1090 break;
1091
1092 default:
1093 break;
1094 }
1095
1096 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1097 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1098
1099 /* levitate was what is was before, so we'll keep it */
1100 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1101 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1102 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1103
1104 /* walking is presumed as 'normal', so doesn't need mentioning */
1105
1106 if (op->item_power)
1107 buf.printf ("(item_power %+d)", op->item_power);
1108 } /* End if identified or applied */
1109
1110 /* This blocks only deals with fully identified object.
1111 * it is intentional that this is not an 'else' from a above -
1112 * in this way, information is added.
1113 */
1114 if (identified)
1115 {
1116 int more_info = 0;
1117
1118 switch (op->type)
1119 {
1120 case ROD: /* These use stats.sp for spell selection and stats.food */
1121 case HORN: /* and stats.hp for spell-point regeneration... */
1122 case BOW:
1123 case ARROW:
1124 case WAND:
1125 case FOOD:
1126 case FLESH:
1127 case DRINK:
1128 more_info = 0;
1129 break;
1130
1131 /* Armor type objects */
1132 case ARMOUR:
1133 case HELMET:
1134 case SHIELD:
1135 case BOOTS:
1136 case GLOVES:
1137 case GIRDLE:
1138 case BRACERS:
1139 case CLOAK:
1140 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1141 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1142 more_info = 1;
1143 break;
1144
1145 case WEAPON:
1146 /* Calculate it the same way fix_player does so the results
1147 * make sense.
1148 */
1149 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1150 if (i < 0)
1151 i = 0;
1152
1153 buf.printf ("(weapon speed %d)", i);
1154 more_info = 1;
1155 break;
1156 }
1157
1158 if (more_info)
1159 {
1160 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1161 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1162 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1163 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1164 }
1165
1166 if (op->stats.luck)
1167 buf.printf ("(luck%+d)", op->stats.luck);
1168
1169 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1170 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1171 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1172 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1173
1174 if (op->slaying && op->type != FOOD)
1175 buf.printf ("(slay %s)", &op->slaying);
1176
1177 buf.add_abilities ("Attacks", op->attacktype);
1178 /* resistance on flesh is only visible for quetzals. If
1179 * non flesh, everyone can see its resistances
1180 */
1181 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1182 buf << describe_resistance (op, 0);
1183
1184 buf.add_paths ("Attuned", op->path_attuned);
1185 buf.add_paths ("Repelled", op->path_repelled);
1186 buf.add_paths ("Denied", op->path_denied);
1187 }
1188
1189 return buf;
1190 }
1191
1192 std::string
1193 object::describe_item (object *who)
1194 {
1195 return std::string (::describe_item (this, who));
1196 }
1197
1198 void
1199 examine (object *op, object *tmp)
1200 {
1201 std::string info = tmp->describe (op);
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203 }
1204
1205 /*
1206 * inventory prints object's inventory. If inv==NULL then print player's
1207 * inventory.
1208 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209 */
1210 const char *
1211 object::query_inventory (object *who, const char *indent)
1212 {
1213 static dynbuf_text buf; buf.clear ();
1214
1215 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ))
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220
1221 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else
1224 buf.printf ("%s(empty)\n", indent);
1225
1226 return buf;
1227 }
1228
1229 /* Return true if the item is magical. A magical item is one that
1230 * increases/decreases any abilities, provides a resistance,
1231 * has a generic magical bonus, or is an artifact.
1232 * This function is used by detect_magic to determine if an item
1233 * should be marked as magical.
1234 */
1235 int
1236 is_magical (const object *op)
1237 {
1238 int i;
1239
1240 /* living creatures are considered non magical */
1241 if (QUERY_FLAG (op, FLAG_ALIVE))
1242 return 0;
1243
1244 /* This is a test for it being an artifact, as artifacts have titles */
1245 if (op->title != NULL)
1246 return 1;
1247
1248 /* Handle rings and amulets specially. If they change any of these
1249 * values, it means they are magical.
1250 */
1251 if ((op->type == AMULET || op->type == RING) &&
1252 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1253 return 1;
1254
1255 /* Check for stealty, speed, flying, or just plain magic in the boots */
1256 /* Presume any boots that hvae a move_type are special. */
1257 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1258 return 1;
1259
1260 /* Take care of amulet/shield that reflects spells/missiles */
1261 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1262 return 1;
1263
1264 /* Take care of helmet of xrays */
1265 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1266 return 1;
1267
1268 /* Potions & rods are always magical. Wands/staves are also magical,
1269 * assuming they still have any charges left.
1270 */
1271 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1272 return 1;
1273
1274 /* if something gives a protection, either positive or negative, its magical */
1275 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1276 * so this always works out fine.
1277 */
1278 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1279 if (op->resist[i])
1280 return 1;
1281
1282 /* Physical protection is expected on some item types, so they should
1283 * not be considered magical.
1284 */
1285 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1286 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1287 return 1;
1288
1289 /* power crystal, spellbooks, and scrolls are always magical. */
1290 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1291 return 1;
1292
1293 /* Check to see if it increases/decreases any stats */
1294 for (i = 0; i < NUM_STATS; i++)
1295 if (op->stats.stat (i))
1296 return 1;
1297
1298 /* If it doesn't fall into any of the above categories, must
1299 * be non magical.
1300 */
1301 return 0;
1302 }
1303
1304 /* need_identify returns true if the item should be identified. This
1305 * function really should not exist - by default, any item not identified
1306 * should need it.
1307 */
1308
1309 int
1310 need_identify (const object *op)
1311 {
1312 switch (op->type)
1313 {
1314 case RING:
1315 case WAND:
1316 case ROD:
1317 case HORN:
1318 case SCROLL:
1319 case SKILL:
1320 case SKILLSCROLL:
1321 case SPELLBOOK:
1322 case FOOD:
1323 case POTION:
1324 case BOW:
1325 case ARROW:
1326 case WEAPON:
1327 case ARMOUR:
1328 case SHIELD:
1329 case HELMET:
1330 case AMULET:
1331 case BOOTS:
1332 case GLOVES:
1333 case BRACERS:
1334 case GIRDLE:
1335 case CONTAINER:
1336 case DRINK:
1337 case FLESH:
1338 case INORGANIC:
1339 case CLOSE_CON:
1340 case CLOAK:
1341 case GEM:
1342 case POWER_CRYSTAL:
1343 case POISON:
1344 case BOOK:
1345 case SKILL_TOOL:
1346 return 1;
1347 }
1348
1349 /* Try to track down some stuff that may show up here. Thus, the
1350 * archetype file can be updated, and this function removed.
1351 */
1352 #if 0
1353 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1354 #endif
1355 return 0;
1356 }
1357
1358 /*
1359 * Supposed to fix face-values as well here, but later.
1360 */
1361 void
1362 identify (object *op)
1363 {
1364 SET_FLAG (op, FLAG_IDENTIFIED);
1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1367
1368 /*
1369 * We want autojoining of equal objects:
1370 */
1371 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1372 SET_FLAG (op, FLAG_KNOWN_CURSED);
1373
1374 if (op->type == POTION)
1375 {
1376 if (op->inv && op->randomitems)
1377 op->title = op->inv->name;
1378 else if (op->arch)
1379 {
1380 op->name = op->arch->object::name;
1381 op->name_pl = op->arch->object::name_pl;
1382 }
1383 }
1384
1385 /* If the object is on a map, make sure we update its face */
1386 if (op->map)
1387 update_object (op, UP_OBJ_CHANGE);
1388
1389 if (object *pl = op->visible_to ())
1390 /* A lot of the values can change from an update - might as well send
1391 * it all.
1392 */
1393 esrv_send_item (pl, op);
1394 }
1395