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Revision: 1.62
Committed: Thu Nov 5 15:43:21 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.61: +0 -1 lines
Log Message:
mark gpl sections, common/

File Contents

# 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 dynbuf_text buf; buf.clear ();
387
388 for (int i = 0; i < NROFATTACKS; i++)
389 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
390 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
391
392 return buf;
393 }
394
395 /*
396 * query_weight(object) returns a character pointer to a static buffer
397 * containing the text-representation of the weight of the given object.
398 * The buffer will be overwritten by the next call to query_weight().
399 *
400 * Seems to be used only by unimportant stuff. Remove?
401 */
402 const char *
403 query_weight (const object *op)
404 {
405 static char buf[10];
406 sint32 i = op->total_weight ();
407
408 if (op->weight < 0)
409 return " ";
410
411 if (i % 1000)
412 sprintf (buf, "%6.1f", i / 1000.0);
413 else
414 sprintf (buf, "%4d ", i / 1000);
415
416 return buf;
417 }
418
419 /*
420 * Returns the pointer to a static buffer containing
421 * the number requested (of the form first, second, third...)
422 */
423 const char *
424 get_levelnumber (int i)
425 {
426 static char buf[MAX_BUF];
427
428 if (i > 99)
429 {
430 sprintf (buf, "%d.", i);
431 return buf;
432 }
433
434 if (i < 21)
435 return levelnumbers[i];
436
437 if (!(i % 10))
438 return levelnumbers_10[i / 10];
439
440 strcpy (buf, numbers_10[i / 10]);
441 strcat (buf, levelnumbers[i % 10]);
442 return buf;
443 }
444
445 /*
446 * get_number(integer) returns the text-representation of the given number
447 * in a static buffer. The buffer might be overwritten at the next
448 * call to get_number().
449 * It is currently only used by the query_name() function.
450 */
451 const char *
452 get_number (int i)
453 {
454 if (i <= 20)
455 return numbers[i];
456 else
457 {
458 static char buf[MAX_BUF];
459
460 sprintf (buf, "%d", i);
461 return buf;
462 }
463 }
464
465 /*
466 * Returns pointer to static buffer containing ring's or amulet's
467 * abilities
468 * These are taken from old query_name(), but it would work better
469 * if describle_item() would be called to get this information and
470 * caller would handle FULL_RING_DESCRIPTION definition.
471 * Or make FULL_RING_DESCRIPTION standard part of a game and let
472 * client handle names.
473 */
474
475 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
476 * from stats.sp - b.t.
477 */
478 const char *
479 ring_desc (const object *op)
480 {
481 static dynbuf_text buf; buf.clear ();
482 int attr, val, len;
483
484 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
485 {
486 for (attr = 0; attr < NUM_STATS; attr++)
487 if ((val = op->stats.stat (attr)))
488 buf.printf ("(%s%+d)", short_stat_name[attr], val);
489
490 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
491 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
492 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
493 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
494
495 buf << describe_resistance (op, 0);
496
497 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
498 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
499 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
500 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
501 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
502
503 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
504 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
505 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
506 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
507
508 buf.add_paths ("Attuned" , op->path_attuned);
509 buf.add_paths ("Repelled", op->path_repelled);
510 buf.add_paths ("Denied" , op->path_denied);
511
512 if (buf.empty ())
513 buf << "of adornment";
514 }
515
516 return buf;
517 }
518
519 /*
520 * query_short_name(object) is similar to query_name, but doesn't
521 * contain any information about object status (worn/cursed/etc.)
522 *
523 * It is sometimes used when printing messages, so should fit well into a sentence.
524 */
525 const char *
526 query_short_name (const object *op)
527 {
528 if (!op->name)
529 return "(null)";
530
531 if (!op->nrof
532 && !op->weight
533 && !op->title
534 && !is_magical (op)
535 && op->slaying != shstr_money)
536 return op->name; /* To speed things up (or make things slower?) */
537
538 static dynbuf_text buf; buf.clear ();
539
540 buf << (op->nrof <= 1 ? op->name : op->name_pl);
541
542 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
543 buf << ' ' << op->title;
544
545 switch (op->type)
546 {
547 case SPELLBOOK:
548 case SCROLL:
549 case WAND:
550 case ROD:
551 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
552 {
553 if (!op->title)
554 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
555
556 if (op->type != SPELLBOOK)
557 buf.printf (" (lvl %d)", op->level);
558 }
559 break;
560
561 case ALTAR:
562 case TRIGGER_ALTAR:
563 case IDENTIFY_ALTAR:
564 case CONVERTER:
565 if (op->slaying == shstr_money)
566 {
567 bool wrap = !!buf.size ();
568
569 if (wrap) buf << " [";
570
571 archetype *coin = 0;
572
573 for (char const *const *c = coins; *coins; ++c)
574 if ((coin = archetype::find (*c)))
575 if (op->stats.food % coin->value == 0)
576 break;
577
578 sint32 coins = op->stats.food / coin->value;
579
580 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
581
582 if (wrap) buf << ']';
583 }
584 break;
585
586 case SKILL:
587 case AMULET:
588 case RING:
589 if (!op->title)
590 {
591 /* If ring has a title, full description isn't so useful */
592 const char *s = ring_desc (op);
593
594 if (s && *s)
595 buf << " " << s;
596 }
597 break;
598
599 default:
600 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
601 buf.printf (" %+d", op->magic);
602 }
603
604 return buf;
605 }
606
607 /*
608 * query_name(object) returns a character pointer pointing to a static
609 * buffer which contains a verbose textual representation of the name
610 * of the given object.
611 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
612 * you can make several calls to query_name before the bufs start getting
613 * overwritten. This may be a bad thing (it may be easier to assume the value
614 * returned is good forever.) However, it makes printing statements that
615 * use several names much easier (don't need to store them to temp variables.)
616 *
617 * It is used extensively within messages, so should return only a prose
618 * and short description of the item.
619 */
620 const char *
621 query_name (const object *op)
622 {
623 int len = 0;
624 static dynbuf_text bufs[5];
625 static int use_buf = 0;
626
627 use_buf++;
628 use_buf %= 5;
629
630 dynbuf_text &buf = bufs [use_buf];
631 buf.clear ();
632
633 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
634 if (materialtype_t *mt = name_to_material (op->materialname))
635 buf << mt->description << ' ';
636
637 buf << query_short_name (op);
638
639 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
640 buf << " *";
641 if (op->is_open_container ())
642 buf << " (open)";
643
644 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
645 {
646 if (QUERY_FLAG (op, FLAG_DAMNED))
647 buf << " (damned)";
648 else if (QUERY_FLAG (op, FLAG_CURSED))
649 buf << " (cursed)";
650 }
651
652 /* Basically, if the object is known magical (detect magic spell on it),
653 * and it isn't identified, print out the fact that
654 * it is magical. Assume that the detect magical spell will only set
655 * KNOWN_MAGICAL if the item actually is magical.
656 *
657 * Changed in V 0.91.4 - still print that the object is magical even
658 * if it has been applied. Equipping an item does not tell full
659 * abilities, especially for artifact items.
660 */
661 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
662 buf << " (magic)";
663
664 #if 0
665 /* item_power will be returned in describe_item - it shouldn't really
666 * be returned in the name.
667 */
668 if (op->item_power)
669 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
670
671 #endif
672
673 if (QUERY_FLAG (op, FLAG_APPLIED))
674 {
675 switch (op->type)
676 {
677 case BOW:
678 case WAND:
679 case ROD:
680 case HORN:
681 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
682 break;
683 case WEAPON:
684 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
685 break;
686 case ARMOUR:
687 case HELMET:
688 case SHIELD:
689 case RING:
690 case BOOTS:
691 case GLOVES:
692 case AMULET:
693 case GIRDLE:
694 case BRACERS:
695 case CLOAK:
696 buf << " (worn)";
697 break;
698 case CONTAINER:
699 buf << " (active)";
700 break;
701 case SKILL:
702 default:
703 buf << " (applied)";
704 }
705 }
706
707 switch (op->type)
708 {
709 case LAMP:
710 if (op->glow_radius)
711 buf << " (on)";
712 else if (op->stats.food <= 0)
713 buf << " (empty)";
714 else
715 buf << " (off)";
716 break;
717
718 case TORCH:
719 if (op->glow_radius)
720 buf << " (burning)";
721 else if (op->stats.food <= 0)
722 buf << " (burned out)";
723 break;
724 }
725
726 if (QUERY_FLAG (op, FLAG_UNPAID))
727 buf << " (unpaid)";
728
729 return buf;
730 }
731
732 /*
733 * query_base_name(object) returns a character pointer pointing to a static
734 * buffer which contains a verbose textual representation of the name
735 * of the given object. The buffer will be overwritten at the next
736 * call to query_base_name(). This is a lot like query_name, but we
737 * don't include the item count or item status. Used for inventory sorting
738 * and sending to client.
739 * If plural is set, we generate the plural name of this.
740 *
741 * It is sometimes used to display messages, and usually only used to match stuff,
742 * so maybe this function should be removed.
743 */
744 const char *
745 query_base_name (const object *op, int plural)
746 {
747 if ((!plural && !op->name) || (plural && !op->name_pl))
748 return "(null)";
749
750 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
751 return op->name; /* To speed things up (or make things slower?) */
752
753 static dynbuf_text buf; buf.clear ();
754
755 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
756 if (materialtype_t *mt = name_to_material (op->materialname))
757 if (op->arch->materialname != mt->name)
758 buf << mt->description << ' ';
759
760 buf << (plural ? op->name_pl : op->name);
761
762 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
763 buf << ' ' << op->title;
764
765 switch (op->type)
766 {
767 case SPELLBOOK:
768 case SCROLL:
769 case WAND:
770 case ROD:
771 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
772 {
773 if (!op->title)
774 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
775
776 if (op->type != SPELLBOOK)
777 buf.printf (" (lvl %d)", op->level);
778 }
779 break;
780
781
782 case SKILL:
783 case AMULET:
784 case RING:
785 if (!op->title)
786 {
787 /* If ring has a title, full description isn't so useful */
788 const char *s = ring_desc (op);
789
790 if (s && *s)
791 buf << ' ' << s;
792 }
793 break;
794
795 default:
796 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
797 buf.printf (" %+d", op->magic);
798 }
799
800 return buf;
801 }
802
803 /* Break this off from describe_item - that function was way
804 * too long, making it difficult to read. This function deals
805 * with describing the monsters & players abilities. It should only
806 * be called with monster & player objects. Returns a description
807 * in a static buffer.
808 */
809 static const char *
810 describe_monster (const object *op)
811 {
812 static dynbuf_text buf; buf.clear ();
813
814 /* Note that the resolution this provides for players really isn't
815 * very good. Any player with a speed greater than .67 will
816 * fall into the 'lightning fast movement' category.
817 */
818 if (op->has_active_speed ())
819 switch ((int) ((FABS (op->speed)) * 15))
820 {
821 case 0:
822 buf << "(very slow movement)";
823 break;
824 case 1:
825 buf << "(slow movement)";
826 break;
827 case 2:
828 buf << "(normal movement)";
829 break;
830 case 3:
831 case 4:
832 buf << "(fast movement)";
833 break;
834 case 5:
835 case 6:
836 buf << "(very fast movement)";
837 break;
838 case 7:
839 case 8:
840 case 9:
841 case 10:
842 buf << "(extremely fast movement)";
843 break;
844 default:
845 buf << "(lightning fast movement)";
846 break;
847 }
848
849 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
850 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
851 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
852 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
853 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
854 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
855 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
856 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
857 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
858 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
859 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
860 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
861 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
862 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
863
864 if (op->randomitems)
865 {
866 bool first = 1;
867
868 for (treasure *t = op->randomitems->items; t; t = t->next)
869 if (t->item && t->item->type == SPELL)
870 {
871 if (first)
872 buf << "(Spell abilities:)";
873
874 first = 0;
875
876 buf << '(' << t->item->object::name << ')';
877 }
878 }
879
880 if (op->type == PLAYER)
881 {
882 if (op->contr->digestion)
883 buf.printf ("(sustenance%+d)", op->contr->digestion);
884
885 if (op->contr->gen_grace)
886 buf.printf ("(grace%+d)", op->contr->gen_grace);
887
888 if (op->contr->gen_sp)
889 buf.printf ("(magic%+d)", op->contr->gen_sp);
890
891 if (op->contr->gen_hp)
892 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
893
894 if (op->stats.luck)
895 buf.printf ("(luck%+d)", op->stats.luck);
896 }
897
898 /* describe attacktypes */
899 if (is_dragon_pl (op))
900 {
901 /* for dragon players display the attacktypes from clawing skill
902 * Break apart the for loop - move the comparison checking down -
903 * this makes it more readable.
904 */
905 object *tmp;
906
907 for (tmp = op->inv; tmp; tmp = tmp->below)
908 if (tmp->type == SKILL && tmp->name == shstr_clawing)
909 break;
910
911 if (tmp && tmp->attacktype)
912 buf.add_abilities ("Claws", tmp->attacktype);
913 else
914 buf.add_abilities ("Attacks", op->attacktype);
915 }
916 else
917 buf.add_abilities ("Attacks", op->attacktype);
918
919 buf.add_paths ("Attuned" , op->path_attuned);
920 buf.add_paths ("Repelled", op->path_repelled);
921 buf.add_paths ("Denied" , op->path_denied);
922
923 for (int i = 0; i < NROFATTACKS; i++)
924 if (op->resist[i])
925 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
926
927 return buf;
928 }
929
930 /*
931 * Returns a pointer to a static buffer which contains a
932 * description of the given object.
933 * If it is a monster, lots of information about its abilities
934 * will be returned.
935 * If it is an item, lots of information about which abilities
936 * will be gained about its user will be returned.
937 * If it is a player, it writes out the current abilities
938 * of the player, which is usually gained by the items applied.
939 * It would be really handy to actually pass another object
940 * pointer on who is examining this object. Then, you could reveal
941 * certain information depending on what the examiner knows, eg,
942 * wouldn't need to use the SEE_INVISIBLE flag to know it is
943 * a dragon player examining food. Could have things like
944 * a dwarven axe, in which the full abilities are only known to
945 * dwarves, etc.
946 *
947 * Add 'owner' who is the person examining this object.
948 * owner can be null if no one is being associated with this
949 * item (eg, debug dump or the like)
950 */
951 const char *
952 describe_item (const object *op, object *owner)
953 {
954 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
955 return describe_monster (op);
956
957 static dynbuf_text buf; buf.clear ();
958 int identified, i;
959
960 /* figure this out once, instead of making multiple calls to need_identify.
961 * also makes the code easier to read.
962 */
963 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
964 if (!identified)
965 buf << "(unidentified)";
966
967 switch (op->type)
968 {
969 case BOW:
970 case ARROW:
971 case WAND:
972 case ROD:
973 case HORN:
974 case WEAPON:
975 case ARMOUR:
976 case HELMET:
977 case SHIELD:
978 case BOOTS:
979 case GLOVES:
980 case GIRDLE:
981 case BRACERS:
982 case CLOAK:
983 case SKILL_TOOL:
984 break; /* We have more information to do below this switch */
985
986 case POWER_CRYSTAL:
987 if (op->stats.maxsp > 1000)
988 { /*higher capacity crystals */
989 i = (op->stats.maxsp % 1000) / 100;
990
991 if (i)
992 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
993 else
994 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
995 }
996 else
997 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
998
999 i = (op->stats.sp * 10) / op->stats.maxsp;
1000 if (op->stats.sp == 0)
1001 buf << "empty.";
1002 else if (i == 0)
1003 buf << "almost empty.";
1004 else if (i < 3)
1005 buf << "partially filled.";
1006 else if (i < 6)
1007 buf << "half full.";
1008 else if (i < 9)
1009 buf << "well charged.";
1010 else if (op->stats.sp == op->stats.maxsp)
1011 buf << "fully charged.";
1012 else
1013 buf << "almost full.";
1014 break;
1015
1016 case LAMP:
1017 {
1018 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1019 buf << "(fuel: ";
1020 if (percent == 0)
1021 buf << "empty";
1022 else if (percent < 10)
1023 buf << "very low";
1024 else if (percent < 25)
1025 buf << "low";
1026 else if (percent < 50)
1027 buf << "half empty";
1028 else if (percent < 75)
1029 buf << "half full";
1030 else if (percent < 95)
1031 buf << "well filled";
1032 else if (percent <= 100)
1033 buf << "full";
1034 buf << ")";
1035 }
1036 break;
1037
1038 case FOOD:
1039 case FLESH:
1040 case DRINK:
1041 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1042 {
1043 buf.printf ("(food+%d)", op->stats.food);
1044
1045 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1046 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1047
1048 if (!QUERY_FLAG (op, FLAG_CURSED))
1049 {
1050 if (op->stats.hp) buf << "(heals)";
1051 if (op->stats.sp) buf << "(spellpoint regen)";
1052 }
1053 else
1054 {
1055 if (op->stats.hp) buf << "(damages)";
1056 if (op->stats.sp) buf << "(spellpoint depletion)";
1057 }
1058 }
1059 break;
1060
1061 case SKILL:
1062 case RING:
1063 case AMULET:
1064 if (op->item_power)
1065 buf.printf ("(item_power %+d)", op->item_power);
1066
1067 if (op->title)
1068 buf << ring_desc (op);
1069
1070 return buf;
1071
1072 default:
1073 return buf;
1074 }
1075
1076 /* Down here, we more further describe equipment type items.
1077 * only describe them if they have been identified or the like.
1078 */
1079 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1080 {
1081 int attr, val;
1082
1083 for (attr = 0; attr < NUM_STATS; attr++)
1084 if ((val = op->stats.stat (attr)))
1085 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1086
1087 if (op->stats.exp)
1088 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1089
1090 switch (op->type)
1091 {
1092 case BOW:
1093 case ARROW:
1094 case GIRDLE:
1095 case HELMET:
1096 case SHIELD:
1097 case BOOTS:
1098 case GLOVES:
1099 case WEAPON:
1100 case SKILL:
1101 case RING:
1102 case AMULET:
1103 case ARMOUR:
1104 case BRACERS:
1105 case FORCE:
1106 case CLOAK:
1107 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1108 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1109 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1110
1111 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1112 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1113
1114 break;
1115
1116 default:
1117 break;
1118 }
1119
1120 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1121 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1122
1123 /* levitate was what is was before, so we'll keep it */
1124 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1125 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1126 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1127
1128 /* walking is presumed as 'normal', so doesn't need mentioning */
1129
1130 if (op->item_power)
1131 buf.printf ("(item_power %+d)", op->item_power);
1132 } /* End if identified or applied */
1133
1134 /* This blocks only deals with fully identified object.
1135 * it is intentional that this is not an 'else' from a above -
1136 * in this way, information is added.
1137 */
1138 if (identified)
1139 {
1140 int more_info = 0;
1141
1142 switch (op->type)
1143 {
1144 case ROD: /* These use stats.sp for spell selection and stats.food */
1145 case HORN: /* and stats.hp for spell-point regeneration... */
1146 case BOW:
1147 case ARROW:
1148 case WAND:
1149 case FOOD:
1150 case FLESH:
1151 case DRINK:
1152 more_info = 0;
1153 break;
1154
1155 /* Armor type objects */
1156 case ARMOUR:
1157 case HELMET:
1158 case SHIELD:
1159 case BOOTS:
1160 case GLOVES:
1161 case GIRDLE:
1162 case BRACERS:
1163 case CLOAK:
1164 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1165 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1166 more_info = 1;
1167 break;
1168
1169 case WEAPON:
1170 /* Calculate it the same way fix_player does so the results
1171 * make sense.
1172 */
1173 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1174 if (i < 0)
1175 i = 0;
1176
1177 buf.printf ("(weapon speed %d)", i);
1178 more_info = 1;
1179 break;
1180 }
1181
1182 if (more_info)
1183 {
1184 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1185 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1186 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1187 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1188 }
1189
1190 if (op->stats.luck)
1191 buf.printf ("(luck%+d)", op->stats.luck);
1192
1193 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1194 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1195 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1196 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1197
1198 if (op->slaying && op->type != FOOD)
1199 buf.printf ("(slay %s)", &op->slaying);
1200
1201 if (op->type == SKILL_TOOL && op->skill)
1202 buf.printf ("(%s)", &op->skill);
1203
1204 buf.add_abilities ("Attacks", op->attacktype);
1205 /* resistance on flesh is only visible for quetzals. If
1206 * non flesh, everyone can see its resistances
1207 */
1208 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1209 buf << describe_resistance (op, 0);
1210
1211 buf.add_paths ("Attuned", op->path_attuned);
1212 buf.add_paths ("Repelled", op->path_repelled);
1213 buf.add_paths ("Denied", op->path_denied);
1214 }
1215
1216 return buf;
1217 }
1218
1219 std::string
1220 object::describe_item (object *who)
1221 {
1222 return std::string (::describe_item (this, who));
1223 }
1224
1225 void
1226 examine (object *op, object *tmp)
1227 {
1228 std::string info = tmp->describe (op);
1229
1230 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1231 }
1232
1233 /*
1234 * inventory prints object's inventory. If inv==NULL then print player's
1235 * inventory.
1236 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1237 */
1238 const char *
1239 object::query_inventory (object *who, const char *indent)
1240 {
1241 static dynbuf_text buf; buf.clear ();
1242
1243 for (object *tmp = inv; tmp; tmp = tmp->below)
1244 if (who && QUERY_FLAG (who, FLAG_WIZ))
1245 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1246 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1247 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1248
1249 if (buf.size ())
1250 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1251 else
1252 buf.printf ("%s(empty)\n", indent);
1253
1254 return buf;
1255 }
1256
1257 /* Return true if the item is magical. A magical item is one that
1258 * increases/decreases any abilities, provides a resistance,
1259 * has a generic magical bonus, or is an artifact.
1260 * This function is used by detect_magic to determine if an item
1261 * should be marked as magical.
1262 */
1263 int
1264 is_magical (const object *op)
1265 {
1266 int i;
1267
1268 /* living creatures are considered non magical */
1269 if (QUERY_FLAG (op, FLAG_ALIVE))
1270 return 0;
1271
1272 /* This is a test for it being an artifact, as artifacts have titles */
1273 if (op->title != NULL)
1274 return 1;
1275
1276 /* Handle rings and amulets specially. If they change any of these
1277 * values, it means they are magical.
1278 */
1279 if ((op->type == AMULET || op->type == RING) &&
1280 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1281 return 1;
1282
1283 /* Check for stealty, speed, flying, or just plain magic in the boots */
1284 /* Presume any boots that hvae a move_type are special. */
1285 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1286 return 1;
1287
1288 /* Take care of amulet/shield that reflects spells/missiles */
1289 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1290 return 1;
1291
1292 /* Take care of helmet of xrays */
1293 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1294 return 1;
1295
1296 /* Potions & rods are always magical. Wands/staves are also magical,
1297 * assuming they still have any charges left.
1298 */
1299 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1300 return 1;
1301
1302 /* if something gives a protection, either positive or negative, its magical */
1303 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1304 * so this always works out fine.
1305 */
1306 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1307 if (op->resist[i])
1308 return 1;
1309
1310 /* Physical protection is expected on some item types, so they should
1311 * not be considered magical.
1312 */
1313 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1314 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1315 return 1;
1316
1317 /* power crystal, spellbooks, and scrolls are always magical. */
1318 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1319 return 1;
1320
1321 /* Check to see if it increases/decreases any stats */
1322 for (i = 0; i < NUM_STATS; i++)
1323 if (op->stats.stat (i))
1324 return 1;
1325
1326 /* If it doesn't fall into any of the above categories, must
1327 * be non magical.
1328 */
1329 return 0;
1330 }
1331
1332 /* need_identify returns true if the item should be identified. This
1333 * function really should not exist - by default, any item not identified
1334 * should need it.
1335 */
1336
1337 int
1338 need_identify (const object *op)
1339 {
1340 switch (op->type)
1341 {
1342 case RING:
1343 case WAND:
1344 case ROD:
1345 case HORN:
1346 case SCROLL:
1347 case SKILL:
1348 case SKILLSCROLL:
1349 case SPELLBOOK:
1350 case FOOD:
1351 case POTION:
1352 case BOW:
1353 case ARROW:
1354 case WEAPON:
1355 case ARMOUR:
1356 case SHIELD:
1357 case HELMET:
1358 case AMULET:
1359 case BOOTS:
1360 case GLOVES:
1361 case BRACERS:
1362 case GIRDLE:
1363 case CONTAINER:
1364 case DRINK:
1365 case FLESH:
1366 case INORGANIC:
1367 case CLOSE_CON:
1368 case CLOAK:
1369 case GEM:
1370 case POWER_CRYSTAL:
1371 case POISON:
1372 case BOOK:
1373 case SKILL_TOOL:
1374 return 1;
1375 }
1376
1377 /* Try to track down some stuff that may show up here. Thus, the
1378 * archetype file can be updated, and this function removed.
1379 */
1380 #if 0
1381 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1382 #endif
1383 return 0;
1384 }
1385
1386 /*
1387 * Supposed to fix face-values as well here, but later.
1388 */
1389 void
1390 identify (object *op)
1391 {
1392 SET_FLAG (op, FLAG_IDENTIFIED);
1393 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1394 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1395
1396 /*
1397 * We want autojoining of equal objects:
1398 */
1399 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1400 SET_FLAG (op, FLAG_KNOWN_CURSED);
1401
1402 if (op->type == POTION)
1403 {
1404 if (op->inv && op->randomitems)
1405 op->title = op->inv->name;
1406 else if (op->arch)
1407 {
1408 op->name = op->arch->object::name;
1409 op->name_pl = op->arch->object::name_pl;
1410 }
1411 }
1412
1413 /* If the object is on a map, make sure we update its face */
1414 if (op->map)
1415 update_object (op, UP_OBJ_CHANGE);
1416
1417 if (object *pl = op->visible_to ())
1418 /* A lot of the values can change from an update - might as well send
1419 * it all.
1420 */
1421 esrv_send_item (pl, op);
1422 }
1423