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Revision: 1.59
Committed: Mon Oct 12 21:27:54 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
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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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <living.h>
27 #include <spells.h>
28
29 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30
31 /* the ordering of this is actually doesn't make a difference
32 * However, for ease of use, new entries should go at the end
33 * so those people that debug the code that get used to something
34 * being in the location 4 don't get confused.
35 *
36 * The ordering in save_name, use_name, nonuse_name.
37 * save_name is the name used to load/save it from files. It should
38 * match that of the doc/Developers/objects. The only
39 * real limitation is that it shouldn't have spaces or other characters
40 * that may mess up the match code. It must also start with body_
41 * use_name is how we describe the location if we can use it.
42 * nonuse_name is how we describe it if we can't use it. I think
43 * the values below will make it pretty clear how those work out
44 * They are basically there to make life a little easier - if a character
45 * examines an item and it says it goes on 'your arm', its pretty clear
46 * they can use it. See the last sample (commented out) for a dragon
47 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better.
49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */
52 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67 /*{"body_dragon_torso", "your body", "a dragon's body"} */
68 };
69
70 static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74 };
75
76 static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety"
79 };
80
81 static char levelnumbers[21][20] = {
82 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
83 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
84 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
85 "nineteen", "twentieth"
86 };
87
88 static char levelnumbers_10[11][20] = {
89 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
90 "seventieth", "eightieth", "ninetieth"
91 };
92
93 /* The following is a large table of item types, the fields are:
94 * item number, item name, item name (plural), and two numbers that are the skills
95 * used to identify them. Anytime a new item type is added or removed, this list
96 * should be altered to reflect that. The defines for the numerical values are in
97 * define.h
98 */
99 static const typedata item_types[] = {
100 {PLAYER, "player", "players", 0, 0},
101 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
102 {TREASURE, "treasure", "treasure", 0, 0},
103 {POTION, "potion", "potions", SK_ALCHEMY, 0},
104 {FOOD, "food", "food", SK_WOODSMAN, 0},
105 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
106 {BOOK, "book", "books", SK_LITERACY, 0},
107 {CLOCK, "clock", "clocks", 0, 0},
108 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
109 {BOW, "bow", "bows", SK_BOWYER, 0},
110 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
111 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
112 {PEDESTAL, "pedestal", "pedestals", 0, 0},
113 {ALTAR, "altar", "altars", 0, 0},
114 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
115 {SPECIAL_KEY, "special key", "special keys", 0, 0},
116 {MAP, "map", "maps", 0, 0},
117 {DOOR, "door", "doors", 0, 0},
118 {KEY, "key", "keys", 0, 0},
119 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
120 {TRIGGER, "trigger", "triggers", 0, 0},
121 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
122 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
123 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
124 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
125 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
126 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
127 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
128 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
129 {MONEY, "money", "money", 0, 0},
130 {CLASS, "class", "classes", 0, 0},
131 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
132 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
133 {PLAYERMOVER, "player mover", "player movers", 0, 0},
134 {TELEPORTER, "teleporter", "teleporters", 0, 0},
135 {CREATOR, "creator", "creators", 0, 0},
136 {SKILL, "skill", "skills", 0, 0},
137 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
138 {GOLEM, "golem", "golems", 0, 0},
139 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
140 {BLINDNESS, "blindness", "blindness", 0, 0},
141 {GOD, "god", "gods", 0, 0},
142 {DETECTOR, "detector", "detectors", 0, 0},
143 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
144 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
145 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
146 {MARKER, "marker", "markers", 0, 0},
147 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
148 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
149 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
150 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
151 {GEM, "gem", "gems", SK_JEWELER, 0},
152 {FIREWALL, "firewall", "firewalls", 0, 0},
153 {ANVIL, "anvil", "anvils", 0, 0},
154 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
155 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
156 {EXIT, "exit", "exits", 0, 0},
157 {ENCOUNTER, "encounter", "encounters", 0, 0},
158 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
159 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
160 {RING, "ring", "rings", SK_JEWELER, 0},
161 {FLOOR, "floor", "floors", 0, 0},
162 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
163 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
164 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
165 {LIGHTER, "lighter", "lighters", 0, 0},
166 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168 {LAMP, "lamp", "lamps", 0, 0},
169 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172 {SPINNER, "spinner", "spinners", 0, 0},
173 {GATE, "gate", "gates", 0, 0},
174 {BUTTON, "button", "buttons", 0, 0},
175 {T_HANDLE, "cf handle", "cf handles", 0, 0},
176 {HOLE, "hole", "holes", 0, 0},
177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
178 {SIGN, "sign", "signs", 0, 0},
179 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
181 {SPELL, "spell", "spells", 0, 0},
182 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
183 {CONVERTER, "converter", "converters", 0, 0},
184 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
185 {POISONING, "poisoning", "poisonings", 0, 0},
186 {SAVEBED, "savebed", "savebeds", 0, 0},
187 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
188 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
189 {DIRECTOR, "director", "directors", 0, 0},
190 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
191 {FORCE, "force", "forces", 0, 0},
192 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
193 {CLOSE_CON, "closed container", "closed container", 0, 0},
194 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
195 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
196 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
197 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
198 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
199 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
200 {MENU, "inventory list", "inventory lists", 0, 0},
201 {RUNE, "rune", "runes", 0, 0},
202 {TRAP, "trap", "traps", 0, 0},
203 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
204 {CORPSE, "corpse", "corpses", 0, 0},
205 {DISEASE, "disease", "diseases", 0, 0},
206 {SYMPTOM, "symptom", "symptoms", 0, 0},
207 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210 };
211
212 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213
214 materialtype_t *materialt;
215
216 /*
217 materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
224 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
225 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
226 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
227 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
228 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
230 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
231 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
232 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
233 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
234 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
235 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
236 };
237 */
238
239 /* This curve may be too steep. But the point is that there should
240 * be tough choices - there is no real point to this if everyone can
241 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to
243 * have 2 * level instead. Ideally, top level characters should only be
244 * able to use 2-3 of the most powerful items.
245 * note that this table is only really used for program generated items -
246 * custom objects can use whatever they want.
247 */
248 static int enc_to_item_power[21] = {
249 0, 0, 1, 2, 3, 4, /* 5 */
250 5, 7, 9, 11, 13, /* 10 */
251 15, 18, 21, 24, 27, /* 15 */
252 30, 35, 40, 45, 50 /* 20 */
253 };
254
255 int
256 get_power_from_ench (int ench)
257 {
258 return enc_to_item_power [clamp (ench, 0, 20)];
259 }
260
261 /* This takes an object 'op' and figures out what its item_power
262 * rating should be. This should only really be used by the treasure
263 * generation code, and when loading legacy objects. It returns
264 * the item_power it calculates.
265 * If flag is 1, we return the number of enchantment, and not the
266 * the power. This is used in the treasure code.
267 */
268 int
269 calc_item_power (const object *op, int flag)
270 {
271 int i, tmp, enc;
272
273 enc = 0;
274 for (i = 0; i < NUM_STATS; i++)
275 enc += op->stats.stat (i);
276
277 /* This protection logic is pretty flawed. 20% fire resistance
278 * is much more valuable than 20% confusion, or 20% slow, or
279 * several others. Start at 1 - ignore physical - all that normal
280 * armour shouldn't be counted against
281 */
282 tmp = 0;
283 for (i = 1; i < NROFATTACKS; i++)
284 tmp += op->resist[i];
285
286 /* Add/substract 10 so that the rounding works out right */
287 if (tmp > 0)
288 enc += (tmp + 10) / 20;
289 else if (tmp < 0)
290 enc += (tmp - 10) / 20;
291
292 enc += op->magic;
293
294 /* For each attacktype a weapon has, one more encantment. Start at 1 -
295 * physical doesn't count against total.
296 */
297 if (op->type == WEAPON)
298 {
299 for (i = 1; i < NROFATTACKS; i++)
300 if (op->attacktype & (1 << i))
301 enc++;
302
303 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */
305 }
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
320 enc += op->stats.luck;
321
322 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i))
326 enc++;
327 else if (op->path_denied & (1 << i))
328 enc -= 2;
329 else if (op->path_repelled & (1 << i))
330 enc--;
331 }
332
333 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 if (op->flag [FLAG_XRAYS ]) enc += 2;
337 if (op->flag [FLAG_STEALTH ]) enc += 1;
338 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340
341 return get_power_from_ench (enc);
342 }
343
344 /* returns the typedata that has a number equal to itemtype, if there
345 * isn't one, returns NULL */
346 const typedata *
347 get_typedata (int itemtype)
348 {
349 for (int i = 0; i < item_types_size; i++)
350 if (item_types[i].number == itemtype)
351 return &item_types[i];
352
353 return NULL;
354 }
355
356 /* returns the typedata that has a name equal to itemtype, if there
357 * isn't one, return the plural name that matches, if there still isn't
358 * one return NULL */
359 const typedata *
360 get_typedata_by_name (const char *name)
361 {
362 for (int i = 0; i < item_types_size; i++)
363 if (!strcmp (item_types[i].name, name))
364 return &item_types[i];
365
366 for (int i = 0; i < item_types_size; i++)
367 if (!strcmp (item_types[i].name_pl, name))
368 {
369 LOG (llevInfo,
370 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
371 return &item_types[i];
372 }
373
374 return 0;
375 }
376
377 /* describe_resistance generates the visible naming for resistances.
378 * returns a static array of the description. This can return
379 * a big buffer.
380 * if newline is true, we don't put parens around the description
381 * but do put a newline at the end. Useful when dumping to files
382 */
383 const char *
384 describe_resistance (const object *op, int newline)
385 {
386 static char buf[VERY_BIG_BUF];
387 char buf1[VERY_BIG_BUF];
388 int tmpvar;
389
390 buf[0] = 0;
391 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
392 {
393 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
394 {
395 if (!newline)
396 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
397 else
398 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
399
400 strcat (buf, buf1);
401 }
402 }
403
404 return buf;
405 }
406
407
408 /*
409 * query_weight(object) returns a character pointer to a static buffer
410 * containing the text-representation of the weight of the given object.
411 * The buffer will be overwritten by the next call to query_weight().
412 *
413 * Seems to be used only by unimportant stuff. Remove?
414 */
415 const char *
416 query_weight (const object *op)
417 {
418 static char buf[10];
419 sint32 i = op->total_weight ();
420
421 if (op->weight < 0)
422 return " ";
423
424 if (i % 1000)
425 sprintf (buf, "%6.1f", i / 1000.0);
426 else
427 sprintf (buf, "%4d ", i / 1000);
428
429 return buf;
430 }
431
432 /*
433 * Returns the pointer to a static buffer containing
434 * the number requested (of the form first, second, third...)
435 */
436 const char *
437 get_levelnumber (int i)
438 {
439 static char buf[MAX_BUF];
440
441 if (i > 99)
442 {
443 sprintf (buf, "%d.", i);
444 return buf;
445 }
446
447 if (i < 21)
448 return levelnumbers[i];
449
450 if (!(i % 10))
451 return levelnumbers_10[i / 10];
452
453 strcpy (buf, numbers_10[i / 10]);
454 strcat (buf, levelnumbers[i % 10]);
455 return buf;
456 }
457
458 /*
459 * get_number(integer) returns the text-representation of the given number
460 * in a static buffer. The buffer might be overwritten at the next
461 * call to get_number().
462 * It is currently only used by the query_name() function.
463 */
464 const char *
465 get_number (int i)
466 {
467 if (i <= 20)
468 return numbers[i];
469 else
470 {
471 static char buf[MAX_BUF];
472
473 sprintf (buf, "%d", i);
474 return buf;
475 }
476 }
477
478 /*
479 * Returns pointer to static buffer containing ring's or amulet's
480 * abilities
481 * These are taken from old query_name(), but it would work better
482 * if describle_item() would be called to get this information and
483 * caller would handle FULL_RING_DESCRIPTION definition.
484 * Or make FULL_RING_DESCRIPTION standard part of a game and let
485 * client handle names.
486 */
487
488 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
489 * from stats.sp - b.t.
490 */
491 const char *
492 ring_desc (const object *op)
493 {
494 static dynbuf_text buf; buf.clear ();
495 int attr, val, len;
496
497 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
498 {
499 for (attr = 0; attr < NUM_STATS; attr++)
500 if ((val = op->stats.stat (attr)))
501 buf.printf ("(%s%+d)", short_stat_name[attr], val);
502
503 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
504 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
505 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
506 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
507
508 buf << describe_resistance (op, 0);
509
510 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
511 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
512 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
513 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
514 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
515
516 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
517 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
518 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
519 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
520
521 buf.add_paths ("Attuned" , op->path_attuned);
522 buf.add_paths ("Repelled", op->path_repelled);
523 buf.add_paths ("Denied" , op->path_denied);
524
525 if (buf.empty ())
526 buf << "of adornment";
527 }
528
529 return buf;
530 }
531
532 /*
533 * query_short_name(object) is similar to query_name, but doesn't
534 * contain any information about object status (worn/cursed/etc.)
535 *
536 * It is sometimes used when printing messages, so should fit well into a sentence.
537 */
538 const char *
539 query_short_name (const object *op)
540 {
541 if (!op->name)
542 return "(null)";
543
544 if (!op->nrof
545 && !op->weight
546 && !op->title
547 && !is_magical (op)
548 && op->slaying != shstr_money)
549 return op->name; /* To speed things up (or make things slower?) */
550
551 static dynbuf_text buf; buf.clear ();
552
553 buf << (op->nrof <= 1 ? op->name : op->name_pl);
554
555 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
556 buf << ' ' << op->title;
557
558 switch (op->type)
559 {
560 case SPELLBOOK:
561 case SCROLL:
562 case WAND:
563 case ROD:
564 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
565 {
566 if (!op->title)
567 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
568
569 if (op->type != SPELLBOOK)
570 buf.printf (" (lvl %d)", op->level);
571 }
572 break;
573
574 case ALTAR:
575 case TRIGGER_ALTAR:
576 case IDENTIFY_ALTAR:
577 case CONVERTER:
578 if (op->slaying == shstr_money)
579 {
580 bool wrap = !!buf.size ();
581
582 if (wrap) buf << " [";
583
584 archetype *coin = 0;
585
586 for (char const *const *c = coins; *coins; ++c)
587 if ((coin = archetype::find (*c)))
588 if (op->stats.food % coin->value == 0)
589 break;
590
591 sint32 coins = op->stats.food / coin->value;
592
593 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
594
595 if (wrap) buf << ']';
596 }
597 break;
598
599 case SKILL:
600 case AMULET:
601 case RING:
602 if (!op->title)
603 {
604 /* If ring has a title, full description isn't so useful */
605 const char *s = ring_desc (op);
606
607 if (s && *s)
608 buf << " " << s;
609 }
610 break;
611
612 default:
613 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
614 buf.printf (" %+d", op->magic);
615 }
616
617 return buf;
618 }
619
620 /*
621 * query_name(object) returns a character pointer pointing to a static
622 * buffer which contains a verbose textual representation of the name
623 * of the given object.
624 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
625 * you can make several calls to query_name before the bufs start getting
626 * overwritten. This may be a bad thing (it may be easier to assume the value
627 * returned is good forever.) However, it makes printing statements that
628 * use several names much easier (don't need to store them to temp variables.)
629 *
630 * It is used extensively within messages, so should return only a prose
631 * and short description of the item.
632 */
633 const char *
634 query_name (const object *op)
635 {
636 int len = 0;
637 static dynbuf_text bufs[5];
638 static int use_buf = 0;
639
640 use_buf++;
641 use_buf %= 5;
642
643 dynbuf_text &buf = bufs [use_buf];
644 buf.clear ();
645
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
647 if (materialtype_t *mt = name_to_material (op->materialname))
648 buf << mt->description << ' ';
649
650 buf << query_short_name (op);
651
652 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
653 buf << " *";
654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
655 buf << " (open)";
656
657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
658 {
659 if (QUERY_FLAG (op, FLAG_DAMNED))
660 buf << " (damned)";
661 else if (QUERY_FLAG (op, FLAG_CURSED))
662 buf << " (cursed)";
663 }
664
665 /* Basically, if the object is known magical (detect magic spell on it),
666 * and it isn't identified, print out the fact that
667 * it is magical. Assume that the detect magical spell will only set
668 * KNOWN_MAGICAL if the item actually is magical.
669 *
670 * Changed in V 0.91.4 - still print that the object is magical even
671 * if it has been applied. Equipping an item does not tell full
672 * abilities, especially for artifact items.
673 */
674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
675 buf << " (magic)";
676
677 #if 0
678 /* item_power will be returned in describe_item - it shouldn't really
679 * be returned in the name.
680 */
681 if (op->item_power)
682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
683
684 #endif
685
686 if (QUERY_FLAG (op, FLAG_APPLIED))
687 {
688 switch (op->type)
689 {
690 case BOW:
691 case WAND:
692 case ROD:
693 case HORN:
694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
695 break;
696 case WEAPON:
697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
698 break;
699 case ARMOUR:
700 case HELMET:
701 case SHIELD:
702 case RING:
703 case BOOTS:
704 case GLOVES:
705 case AMULET:
706 case GIRDLE:
707 case BRACERS:
708 case CLOAK:
709 buf << " (worn)";
710 break;
711 case CONTAINER:
712 buf << " (active)";
713 break;
714 case SKILL:
715 default:
716 buf << " (applied)";
717 }
718 }
719
720 switch (op->type)
721 {
722 case LAMP:
723 if (op->glow_radius)
724 buf << " (on)";
725 else if (op->stats.food <= 0)
726 buf << " (empty)";
727 else
728 buf << " (off)";
729 break;
730
731 case TORCH:
732 if (op->glow_radius)
733 buf << " (burning)";
734 else if (op->stats.food <= 0)
735 buf << " (burned out)";
736 break;
737 }
738
739 if (QUERY_FLAG (op, FLAG_UNPAID))
740 buf << " (unpaid)";
741
742 return buf;
743 }
744
745 /*
746 * query_base_name(object) returns a character pointer pointing to a static
747 * buffer which contains a verbose textual representation of the name
748 * of the given object. The buffer will be overwritten at the next
749 * call to query_base_name(). This is a lot like query_name, but we
750 * don't include the item count or item status. Used for inventory sorting
751 * and sending to client.
752 * If plural is set, we generate the plural name of this.
753 *
754 * It is sometimes used to display messages, and usually only used to match stuff,
755 * so maybe this function should be removed.
756 */
757 const char *
758 query_base_name (const object *op, int plural)
759 {
760 if ((!plural && !op->name) || (plural && !op->name_pl))
761 return "(null)";
762
763 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
764 return op->name; /* To speed things up (or make things slower?) */
765
766 static dynbuf_text buf; buf.clear ();
767
768 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
769 if (materialtype_t *mt = name_to_material (op->materialname))
770 if (op->arch->materialname != mt->name)
771 buf << mt->description << ' ';
772
773 buf << (plural ? op->name_pl : op->name);
774
775 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
776 buf << ' ' << op->title;
777
778 switch (op->type)
779 {
780 case SPELLBOOK:
781 case SCROLL:
782 case WAND:
783 case ROD:
784 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
785 {
786 if (!op->title)
787 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
788
789 if (op->type != SPELLBOOK)
790 buf.printf (" (lvl %d)", op->level);
791 }
792 break;
793
794
795 case SKILL:
796 case AMULET:
797 case RING:
798 if (!op->title)
799 {
800 /* If ring has a title, full description isn't so useful */
801 const char *s = ring_desc (op);
802
803 if (s && *s)
804 buf << ' ' << s;
805 }
806 break;
807
808 default:
809 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
810 buf.printf (" %+d", op->magic);
811 }
812
813 return buf;
814 }
815
816 /* Break this off from describe_item - that function was way
817 * too long, making it difficult to read. This function deals
818 * with describing the monsters & players abilities. It should only
819 * be called with monster & player objects. Returns a description
820 * in a static buffer.
821 */
822 static const char *
823 describe_monster (const object *op)
824 {
825 static dynbuf_text buf; buf.clear ();
826
827 /* Note that the resolution this provides for players really isn't
828 * very good. Any player with a speed greater than .67 will
829 * fall into the 'lightning fast movement' category.
830 */
831 if (op->has_active_speed ())
832 switch ((int) ((FABS (op->speed)) * 15))
833 {
834 case 0:
835 buf << "(very slow movement)";
836 break;
837 case 1:
838 buf << "(slow movement)";
839 break;
840 case 2:
841 buf << "(normal movement)";
842 break;
843 case 3:
844 case 4:
845 buf << "(fast movement)";
846 break;
847 case 5:
848 case 6:
849 buf << "(very fast movement)";
850 break;
851 case 7:
852 case 8:
853 case 9:
854 case 10:
855 buf << "(extremely fast movement)";
856 break;
857 default:
858 buf << "(lightning fast movement)";
859 break;
860 }
861
862 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
863 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
864 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
865 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
866 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
867 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
868 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
869 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
870 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
871 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
872 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
873 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
874 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
875 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
876
877 if (op->randomitems)
878 {
879 bool first = 1;
880
881 for (treasure *t = op->randomitems->items; t; t = t->next)
882 if (t->item && t->item->type == SPELL)
883 {
884 if (first)
885 buf << "(Spell abilities:)";
886
887 first = 0;
888
889 buf << '(' << t->item->object::name << ')';
890 }
891 }
892
893 if (op->type == PLAYER)
894 {
895 if (op->contr->digestion)
896 buf.printf ("(sustenance%+d)", op->contr->digestion);
897
898 if (op->contr->gen_grace)
899 buf.printf ("(grace%+d)", op->contr->gen_grace);
900
901 if (op->contr->gen_sp)
902 buf.printf ("(magic%+d)", op->contr->gen_sp);
903
904 if (op->contr->gen_hp)
905 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
906
907 if (op->stats.luck)
908 buf.printf ("(luck%+d)", op->stats.luck);
909 }
910
911 /* describe attacktypes */
912 if (is_dragon_pl (op))
913 {
914 /* for dragon players display the attacktypes from clawing skill
915 * Break apart the for loop - move the comparison checking down -
916 * this makes it more readable.
917 */
918 object *tmp;
919
920 for (tmp = op->inv; tmp; tmp = tmp->below)
921 if (tmp->type == SKILL && tmp->name == shstr_clawing)
922 break;
923
924 if (tmp && tmp->attacktype)
925 buf.add_abilities ("Claws", tmp->attacktype);
926 else
927 buf.add_abilities ("Attacks", op->attacktype);
928 }
929 else
930 buf.add_abilities ("Attacks", op->attacktype);
931
932 buf.add_paths ("Attuned" , op->path_attuned);
933 buf.add_paths ("Repelled", op->path_repelled);
934 buf.add_paths ("Denied" , op->path_denied);
935
936 for (int i = 0; i < NROFATTACKS; i++)
937 if (op->resist[i])
938 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
939
940 return buf;
941 }
942
943 /*
944 * Returns a pointer to a static buffer which contains a
945 * description of the given object.
946 * If it is a monster, lots of information about its abilities
947 * will be returned.
948 * If it is an item, lots of information about which abilities
949 * will be gained about its user will be returned.
950 * If it is a player, it writes out the current abilities
951 * of the player, which is usually gained by the items applied.
952 * It would be really handy to actually pass another object
953 * pointer on who is examining this object. Then, you could reveal
954 * certain information depending on what the examiner knows, eg,
955 * wouldn't need to use the SEE_INVISIBLE flag to know it is
956 * a dragon player examining food. Could have things like
957 * a dwarven axe, in which the full abilities are only known to
958 * dwarves, etc.
959 *
960 * Add 'owner' who is the person examining this object.
961 * owner can be null if no one is being associated with this
962 * item (eg, debug dump or the like)
963 */
964 const char *
965 describe_item (const object *op, object *owner)
966 {
967 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
968 return describe_monster (op);
969
970 static dynbuf_text buf; buf.clear ();
971 int identified, i;
972
973 /* figure this out once, instead of making multiple calls to need_identify.
974 * also makes the code easier to read.
975 */
976 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
977 if (!identified)
978 buf << "(unidentified)";
979
980 switch (op->type)
981 {
982 case BOW:
983 case ARROW:
984 case WAND:
985 case ROD:
986 case HORN:
987 case WEAPON:
988 case ARMOUR:
989 case HELMET:
990 case SHIELD:
991 case BOOTS:
992 case GLOVES:
993 case GIRDLE:
994 case BRACERS:
995 case CLOAK:
996 case SKILL_TOOL:
997 break; /* We have more information to do below this switch */
998
999 case POWER_CRYSTAL:
1000 if (op->stats.maxsp > 1000)
1001 { /*higher capacity crystals */
1002 i = (op->stats.maxsp % 1000) / 100;
1003
1004 if (i)
1005 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1006 else
1007 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
1008 }
1009 else
1010 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
1011
1012 i = (op->stats.sp * 10) / op->stats.maxsp;
1013 if (op->stats.sp == 0)
1014 buf << "empty.";
1015 else if (i == 0)
1016 buf << "almost empty.";
1017 else if (i < 3)
1018 buf << "partially filled.";
1019 else if (i < 6)
1020 buf << "half full.";
1021 else if (i < 9)
1022 buf << "well charged.";
1023 else if (op->stats.sp == op->stats.maxsp)
1024 buf << "fully charged.";
1025 else
1026 buf << "almost full.";
1027 break;
1028
1029 case LAMP:
1030 {
1031 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1032 buf << "(fuel: ";
1033 if (percent == 0)
1034 buf << "empty";
1035 else if (percent < 10)
1036 buf << "very low";
1037 else if (percent < 25)
1038 buf << "low";
1039 else if (percent < 50)
1040 buf << "half empty";
1041 else if (percent < 75)
1042 buf << "half full";
1043 else if (percent < 95)
1044 buf << "well filled";
1045 else if (percent <= 100)
1046 buf << "full";
1047 buf << ")";
1048 }
1049 break;
1050
1051 case FOOD:
1052 case FLESH:
1053 case DRINK:
1054 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1055 {
1056 buf.printf ("(food+%d)", op->stats.food);
1057
1058 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1059 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1060
1061 if (!QUERY_FLAG (op, FLAG_CURSED))
1062 {
1063 if (op->stats.hp) buf << "(heals)";
1064 if (op->stats.sp) buf << "(spellpoint regen)";
1065 }
1066 else
1067 {
1068 if (op->stats.hp) buf << "(damages)";
1069 if (op->stats.sp) buf << "(spellpoint depletion)";
1070 }
1071 }
1072 break;
1073
1074 case SKILL:
1075 case RING:
1076 case AMULET:
1077 if (op->item_power)
1078 buf.printf ("(item_power %+d)", op->item_power);
1079
1080 if (op->title)
1081 buf << ring_desc (op);
1082
1083 return buf;
1084
1085 default:
1086 return buf;
1087 }
1088
1089 /* Down here, we more further describe equipment type items.
1090 * only describe them if they have been identified or the like.
1091 */
1092 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1093 {
1094 int attr, val;
1095
1096 for (attr = 0; attr < NUM_STATS; attr++)
1097 if ((val = op->stats.stat (attr)))
1098 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1099
1100 if (op->stats.exp)
1101 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1102
1103 switch (op->type)
1104 {
1105 case BOW:
1106 case ARROW:
1107 case GIRDLE:
1108 case HELMET:
1109 case SHIELD:
1110 case BOOTS:
1111 case GLOVES:
1112 case WEAPON:
1113 case SKILL:
1114 case RING:
1115 case AMULET:
1116 case ARMOUR:
1117 case BRACERS:
1118 case FORCE:
1119 case CLOAK:
1120 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1121 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1122 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1123
1124 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1125 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1126
1127 break;
1128
1129 default:
1130 break;
1131 }
1132
1133 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1134 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1135
1136 /* levitate was what is was before, so we'll keep it */
1137 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1138 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1139 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1140
1141 /* walking is presumed as 'normal', so doesn't need mentioning */
1142
1143 if (op->item_power)
1144 buf.printf ("(item_power %+d)", op->item_power);
1145 } /* End if identified or applied */
1146
1147 /* This blocks only deals with fully identified object.
1148 * it is intentional that this is not an 'else' from a above -
1149 * in this way, information is added.
1150 */
1151 if (identified)
1152 {
1153 int more_info = 0;
1154
1155 switch (op->type)
1156 {
1157 case ROD: /* These use stats.sp for spell selection and stats.food */
1158 case HORN: /* and stats.hp for spell-point regeneration... */
1159 case BOW:
1160 case ARROW:
1161 case WAND:
1162 case FOOD:
1163 case FLESH:
1164 case DRINK:
1165 more_info = 0;
1166 break;
1167
1168 /* Armor type objects */
1169 case ARMOUR:
1170 case HELMET:
1171 case SHIELD:
1172 case BOOTS:
1173 case GLOVES:
1174 case GIRDLE:
1175 case BRACERS:
1176 case CLOAK:
1177 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1178 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1179 more_info = 1;
1180 break;
1181
1182 case WEAPON:
1183 /* Calculate it the same way fix_player does so the results
1184 * make sense.
1185 */
1186 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1187 if (i < 0)
1188 i = 0;
1189
1190 buf.printf ("(weapon speed %d)", i);
1191 more_info = 1;
1192 break;
1193 }
1194
1195 if (more_info)
1196 {
1197 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1198 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1199 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1200 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1201 }
1202
1203 if (op->stats.luck)
1204 buf.printf ("(luck%+d)", op->stats.luck);
1205
1206 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1207 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1208 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1209 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1210
1211 if (op->slaying && op->type != FOOD)
1212 buf.printf ("(slay %s)", &op->slaying);
1213
1214 if (op->type == SKILL_TOOL && op->skill)
1215 buf.printf ("(%s)", &op->skill);
1216
1217 buf.add_abilities ("Attacks", op->attacktype);
1218 /* resistance on flesh is only visible for quetzals. If
1219 * non flesh, everyone can see its resistances
1220 */
1221 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1222 buf << describe_resistance (op, 0);
1223
1224 buf.add_paths ("Attuned", op->path_attuned);
1225 buf.add_paths ("Repelled", op->path_repelled);
1226 buf.add_paths ("Denied", op->path_denied);
1227 }
1228
1229 return buf;
1230 }
1231
1232 std::string
1233 object::describe_item (object *who)
1234 {
1235 return std::string (::describe_item (this, who));
1236 }
1237
1238 void
1239 examine (object *op, object *tmp)
1240 {
1241 std::string info = tmp->describe (op);
1242
1243 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1244 }
1245
1246 /*
1247 * inventory prints object's inventory. If inv==NULL then print player's
1248 * inventory.
1249 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1250 */
1251 const char *
1252 object::query_inventory (object *who, const char *indent)
1253 {
1254 static dynbuf_text buf; buf.clear ();
1255
1256 for (object *tmp = inv; tmp; tmp = tmp->below)
1257 if (who && QUERY_FLAG (who, FLAG_WIZ))
1258 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1259 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1260 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1261
1262 if (buf.size ())
1263 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1264 else
1265 buf.printf ("%s(empty)\n", indent);
1266
1267 return buf;
1268 }
1269
1270 /* Return true if the item is magical. A magical item is one that
1271 * increases/decreases any abilities, provides a resistance,
1272 * has a generic magical bonus, or is an artifact.
1273 * This function is used by detect_magic to determine if an item
1274 * should be marked as magical.
1275 */
1276 int
1277 is_magical (const object *op)
1278 {
1279 int i;
1280
1281 /* living creatures are considered non magical */
1282 if (QUERY_FLAG (op, FLAG_ALIVE))
1283 return 0;
1284
1285 /* This is a test for it being an artifact, as artifacts have titles */
1286 if (op->title != NULL)
1287 return 1;
1288
1289 /* Handle rings and amulets specially. If they change any of these
1290 * values, it means they are magical.
1291 */
1292 if ((op->type == AMULET || op->type == RING) &&
1293 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1294 return 1;
1295
1296 /* Check for stealty, speed, flying, or just plain magic in the boots */
1297 /* Presume any boots that hvae a move_type are special. */
1298 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1299 return 1;
1300
1301 /* Take care of amulet/shield that reflects spells/missiles */
1302 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1303 return 1;
1304
1305 /* Take care of helmet of xrays */
1306 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1307 return 1;
1308
1309 /* Potions & rods are always magical. Wands/staves are also magical,
1310 * assuming they still have any charges left.
1311 */
1312 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1313 return 1;
1314
1315 /* if something gives a protection, either positive or negative, its magical */
1316 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1317 * so this always works out fine.
1318 */
1319 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1320 if (op->resist[i])
1321 return 1;
1322
1323 /* Physical protection is expected on some item types, so they should
1324 * not be considered magical.
1325 */
1326 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1327 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1328 return 1;
1329
1330 /* power crystal, spellbooks, and scrolls are always magical. */
1331 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1332 return 1;
1333
1334 /* Check to see if it increases/decreases any stats */
1335 for (i = 0; i < NUM_STATS; i++)
1336 if (op->stats.stat (i))
1337 return 1;
1338
1339 /* If it doesn't fall into any of the above categories, must
1340 * be non magical.
1341 */
1342 return 0;
1343 }
1344
1345 /* need_identify returns true if the item should be identified. This
1346 * function really should not exist - by default, any item not identified
1347 * should need it.
1348 */
1349
1350 int
1351 need_identify (const object *op)
1352 {
1353 switch (op->type)
1354 {
1355 case RING:
1356 case WAND:
1357 case ROD:
1358 case HORN:
1359 case SCROLL:
1360 case SKILL:
1361 case SKILLSCROLL:
1362 case SPELLBOOK:
1363 case FOOD:
1364 case POTION:
1365 case BOW:
1366 case ARROW:
1367 case WEAPON:
1368 case ARMOUR:
1369 case SHIELD:
1370 case HELMET:
1371 case AMULET:
1372 case BOOTS:
1373 case GLOVES:
1374 case BRACERS:
1375 case GIRDLE:
1376 case CONTAINER:
1377 case DRINK:
1378 case FLESH:
1379 case INORGANIC:
1380 case CLOSE_CON:
1381 case CLOAK:
1382 case GEM:
1383 case POWER_CRYSTAL:
1384 case POISON:
1385 case BOOK:
1386 case SKILL_TOOL:
1387 return 1;
1388 }
1389
1390 /* Try to track down some stuff that may show up here. Thus, the
1391 * archetype file can be updated, and this function removed.
1392 */
1393 #if 0
1394 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1395 #endif
1396 return 0;
1397 }
1398
1399 /*
1400 * Supposed to fix face-values as well here, but later.
1401 */
1402 void
1403 identify (object *op)
1404 {
1405 SET_FLAG (op, FLAG_IDENTIFIED);
1406 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1407 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1408
1409 /*
1410 * We want autojoining of equal objects:
1411 */
1412 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1413 SET_FLAG (op, FLAG_KNOWN_CURSED);
1414
1415 if (op->type == POTION)
1416 {
1417 if (op->inv && op->randomitems)
1418 op->title = op->inv->name;
1419 else if (op->arch)
1420 {
1421 op->name = op->arch->object::name;
1422 op->name_pl = op->arch->object::name_pl;
1423 }
1424 }
1425
1426 /* If the object is on a map, make sure we update its face */
1427 if (op->map)
1428 update_object (op, UP_OBJ_CHANGE);
1429
1430 if (object *pl = op->visible_to ())
1431 /* A lot of the values can change from an update - might as well send
1432 * it all.
1433 */
1434 esrv_send_item (pl, op);
1435 }
1436