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Revision: 1.64
Committed: Fri Nov 6 13:31:47 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.63: +0 -26 lines
Log Message:
remove or document dead code

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_10[10][20] = {
71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
72 "eighty", "ninety"
73 };
74
75 static char levelnumbers[21][20] = {
76 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
77 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
78 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
79 "nineteen", "twentieth"
80 };
81
82 static char levelnumbers_10[11][20] = {
83 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
84 "seventieth", "eightieth", "ninetieth"
85 };
86
87 /* The following is a large table of item types, the fields are:
88 * item number, item name, item name (plural), and two numbers that are the skills
89 * used to identify them. Anytime a new item type is added or removed, this list
90 * should be altered to reflect that. The defines for the numerical values are in
91 * define.h
92 */
93 static const typedata item_types[] = {
94 {PLAYER, "player", "players", 0, 0},
95 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
96 {TREASURE, "treasure", "treasure", 0, 0},
97 {POTION, "potion", "potions", SK_ALCHEMY, 0},
98 {FOOD, "food", "food", SK_WOODSMAN, 0},
99 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
100 {BOOK, "book", "books", SK_LITERACY, 0},
101 {CLOCK, "clock", "clocks", 0, 0},
102 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
103 {BOW, "bow", "bows", SK_BOWYER, 0},
104 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
105 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
106 {PEDESTAL, "pedestal", "pedestals", 0, 0},
107 {ALTAR, "altar", "altars", 0, 0},
108 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
109 {SPECIAL_KEY, "special key", "special keys", 0, 0},
110 {MAP, "map", "maps", 0, 0},
111 {DOOR, "door", "doors", 0, 0},
112 {KEY, "key", "keys", 0, 0},
113 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
114 {TRIGGER, "trigger", "triggers", 0, 0},
115 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
116 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
117 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
118 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
119 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
120 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
121 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
122 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
123 {MONEY, "money", "money", 0, 0},
124 {CLASS, "class", "classes", 0, 0},
125 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
126 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
127 {PLAYERMOVER, "player mover", "player movers", 0, 0},
128 {TELEPORTER, "teleporter", "teleporters", 0, 0},
129 {CREATOR, "creator", "creators", 0, 0},
130 {SKILL, "skill", "skills", 0, 0},
131 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
132 {GOLEM, "golem", "golems", 0, 0},
133 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
134 {BLINDNESS, "blindness", "blindness", 0, 0},
135 {GOD, "god", "gods", 0, 0},
136 {DETECTOR, "detector", "detectors", 0, 0},
137 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
138 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
139 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
140 {MARKER, "marker", "markers", 0, 0},
141 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
142 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
143 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
144 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
145 {GEM, "gem", "gems", SK_JEWELER, 0},
146 {FIREWALL, "firewall", "firewalls", 0, 0},
147 {ANVIL, "anvil", "anvils", 0, 0},
148 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
149 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
150 {EXIT, "exit", "exits", 0, 0},
151 {ENCOUNTER, "encounter", "encounters", 0, 0},
152 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
153 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
154 {RING, "ring", "rings", SK_JEWELER, 0},
155 {FLOOR, "floor", "floors", 0, 0},
156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
159 {LIGHTER, "lighter", "lighters", 0, 0},
160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
161 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
162 {LAMP, "lamp", "lamps", 0, 0},
163 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
166 {SPINNER, "spinner", "spinners", 0, 0},
167 {GATE, "gate", "gates", 0, 0},
168 {BUTTON, "button", "buttons", 0, 0},
169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
170 {HOLE, "hole", "holes", 0, 0},
171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
172 {SIGN, "sign", "signs", 0, 0},
173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
175 {SPELL, "spell", "spells", 0, 0},
176 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
177 {CONVERTER, "converter", "converters", 0, 0},
178 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
179 {POISONING, "poisoning", "poisonings", 0, 0},
180 {SAVEBED, "savebed", "savebeds", 0, 0},
181 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
182 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
183 {DIRECTOR, "director", "directors", 0, 0},
184 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
185 {FORCE, "force", "forces", 0, 0},
186 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
187 {CLOSE_CON, "closed container", "closed container", 0, 0},
188 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
189 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
190 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
191 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
192 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
193 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
194 {MENU, "inventory list", "inventory lists", 0, 0},
195 {RUNE, "rune", "runes", 0, 0},
196 {TRAP, "trap", "traps", 0, 0},
197 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
198 {CORPSE, "corpse", "corpses", 0, 0},
199 {DISEASE, "disease", "diseases", 0, 0},
200 {SYMPTOM, "symptom", "symptoms", 0, 0},
201 {BUILDER, "item builder", "item builders", 0, 0},
202 {MATERIAL, "building material", "building materials", 0, 0},
203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
204 };
205
206 static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
207
208 materialtype_t *materialt;
209
210 /*
211 materialtype material[NROFMATERIALS] = {
212 * P M F E C C A D W G P S P T F C D D C C G H B I *
213 * H A I L O O C R E H O L A U E A E E H O O O L N *
214 * Y G R E L N I A A O I O R R A N P A A U D L I T *
215 * S I E C D F D I P S S W A N R C L T O N Y N R *
216 * I C T U N O T O L E E H S T P D N *
217 {"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}},
218 {"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}},
219 {"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}},
220 {"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}},
221 {"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}},
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}}
230 };
231 */
232
233 /* This curve may be too steep. But the point is that there should
234 * be tough choices - there is no real point to this if everyone can
235 * wear whatever they want with no worries. Perhaps having the steep
236 * curve is good (maybe even steeper), but allowing players to
237 * have 2 * level instead. Ideally, top level characters should only be
238 * able to use 2-3 of the most powerful items.
239 * note that this table is only really used for program generated items -
240 * custom objects can use whatever they want.
241 */
242 static int enc_to_item_power[21] = {
243 0, 0, 1, 2, 3, 4, /* 5 */
244 5, 7, 9, 11, 13, /* 10 */
245 15, 18, 21, 24, 27, /* 15 */
246 30, 35, 40, 45, 50 /* 20 */
247 };
248
249 int
250 get_power_from_ench (int ench)
251 {
252 return enc_to_item_power [clamp (ench, 0, 20)];
253 }
254
255 /* This takes an object 'op' and figures out what its item_power
256 * rating should be. This should only really be used by the treasure
257 * generation code, and when loading legacy objects. It returns
258 * the item_power it calculates.
259 * If flag is 1, we return the number of enchantment, and not the
260 * the power. This is used in the treasure code.
261 */
262 int
263 calc_item_power (const object *op, int flag)
264 {
265 int i, tmp, enc;
266
267 enc = 0;
268 for (i = 0; i < NUM_STATS; i++)
269 enc += op->stats.stat (i);
270
271 /* This protection logic is pretty flawed. 20% fire resistance
272 * is much more valuable than 20% confusion, or 20% slow, or
273 * several others. Start at 1 - ignore physical - all that normal
274 * armour shouldn't be counted against
275 */
276 tmp = 0;
277 for (i = 1; i < NROFATTACKS; i++)
278 tmp += op->resist[i];
279
280 /* Add/substract 10 so that the rounding works out right */
281 if (tmp > 0)
282 enc += (tmp + 10) / 20;
283 else if (tmp < 0)
284 enc += (tmp - 10) / 20;
285
286 enc += op->magic;
287
288 /* For each attacktype a weapon has, one more encantment. Start at 1 -
289 * physical doesn't count against total.
290 */
291 if (op->type == WEAPON)
292 {
293 for (i = 1; i < NROFATTACKS; i++)
294 if (op->attacktype & (1 << i))
295 enc++;
296
297 if (op->slaying)
298 enc += 2; /* What it slays is probably more relevent */
299 }
300
301 /* Items the player can equip */
302 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
303 (op->type == SHIELD) || (op->type == RING) ||
304 (op->type == BOOTS) || (op->type == GLOVES) ||
305 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
306 {
307 enc += op->stats.food; /* sustenance */
308 enc += op->stats.hp; /* hp regen */
309 enc += op->stats.sp; /* mana regen */
310 enc += op->stats.grace; /* grace regen */
311 enc += op->stats.exp; /* speed bonus */
312 }
313
314 enc += op->stats.luck;
315
316 /* Do spell paths now */
317 for (i = 1; i < NRSPELLPATHS; i++)
318 {
319 if (op->path_attuned & (1 << i))
320 enc++;
321 else if (op->path_denied & (1 << i))
322 enc -= 2;
323 else if (op->path_repelled & (1 << i))
324 enc--;
325 }
326
327 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
328 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
329 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
330 if (op->flag [FLAG_XRAYS ]) enc += 2;
331 if (op->flag [FLAG_STEALTH ]) enc += 1;
332 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
333 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
334
335 return get_power_from_ench (enc);
336 }
337
338 /* returns the typedata that has a number equal to itemtype, if there
339 * isn't one, returns NULL */
340 const typedata *
341 get_typedata (int itemtype)
342 {
343 for (int i = 0; i < item_types_size; i++)
344 if (item_types[i].number == itemtype)
345 return &item_types[i];
346
347 return NULL;
348 }
349
350 /* returns the typedata that has a name equal to itemtype, if there
351 * isn't one, return the plural name that matches, if there still isn't
352 * one return NULL */
353 const typedata *
354 get_typedata_by_name (const char *name)
355 {
356 for (int i = 0; i < item_types_size; i++)
357 if (!strcmp (item_types[i].name, name))
358 return &item_types[i];
359
360 for (int i = 0; i < item_types_size; i++)
361 if (!strcmp (item_types[i].name_pl, name))
362 {
363 LOG (llevInfo,
364 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
365 return &item_types[i];
366 }
367
368 return 0;
369 }
370
371 /* describe_resistance generates the visible naming for resistances.
372 * returns a static array of the description. This can return
373 * a big buffer.
374 * if newline is true, we don't put parens around the description
375 * but do put a newline at the end. Useful when dumping to files
376 */
377 const char *
378 describe_resistance (const object *op, int newline)
379 {
380 static dynbuf_text buf; buf.clear ();
381
382 for (int i = 0; i < NROFATTACKS; i++)
383 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
384 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
385
386 return buf;
387 }
388
389 /*
390 * query_weight(object) returns a character pointer to a static buffer
391 * containing the text-representation of the weight of the given object.
392 * The buffer will be overwritten by the next call to query_weight().
393 *
394 * Seems to be used only by unimportant stuff. Remove?
395 */
396 const char *
397 query_weight (const object *op)
398 {
399 static char buf[10];
400 sint32 i = op->total_weight ();
401
402 if (op->weight < 0)
403 return " ";
404
405 if (i % 1000)
406 sprintf (buf, "%6.1f", i / 1000.0);
407 else
408 sprintf (buf, "%4d ", i / 1000);
409
410 return buf;
411 }
412
413 /*
414 * Returns the pointer to a static buffer containing
415 * the number requested (of the form first, second, third...)
416 */
417 const char *
418 get_levelnumber (int i)
419 {
420 static char buf[MAX_BUF];
421
422 if (i > 99)
423 {
424 sprintf (buf, "%d.", i);
425 return buf;
426 }
427
428 if (i < 21)
429 return levelnumbers[i];
430
431 if (!(i % 10))
432 return levelnumbers_10[i / 10];
433
434 strcpy (buf, numbers_10[i / 10]);
435 strcat (buf, levelnumbers[i % 10]);
436 return buf;
437 }
438
439 /*
440 * Returns pointer to static buffer containing ring's or amulet's
441 * abilities
442 * These are taken from old query_name(), but it would work better
443 * if describle_item() would be called to get this information and
444 * caller would handle FULL_RING_DESCRIPTION definition.
445 * Or make FULL_RING_DESCRIPTION standard part of a game and let
446 * client handle names.
447 */
448
449 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
450 * from stats.sp - b.t.
451 */
452 static const char *
453 ring_desc (const object *op)
454 {
455 static dynbuf_text buf; buf.clear ();
456 int attr, val, len;
457
458 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
459 {
460 for (attr = 0; attr < NUM_STATS; attr++)
461 if ((val = op->stats.stat (attr)))
462 buf.printf ("(%s%+d)", short_stat_name[attr], val);
463
464 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
465 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
466 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
467 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
468
469 buf << describe_resistance (op, 0);
470
471 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
472 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
473 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
474 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
475 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
476
477 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
478 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
479 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
480 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
481
482 buf.add_paths ("Attuned" , op->path_attuned);
483 buf.add_paths ("Repelled", op->path_repelled);
484 buf.add_paths ("Denied" , op->path_denied);
485
486 if (buf.empty ())
487 buf << "of adornment";
488 }
489
490 return buf;
491 }
492
493 /*
494 * query_short_name(object) is similar to query_name, but doesn't
495 * contain any information about object status (worn/cursed/etc.)
496 *
497 * It is sometimes used when printing messages, so should fit well into a sentence.
498 */
499 const char *
500 query_short_name (const object *op)
501 {
502 if (!op->name)
503 return "(null)";
504
505 if (!op->nrof
506 && !op->weight
507 && !op->title
508 && !is_magical (op)
509 && op->slaying != shstr_money)
510 return op->name; /* To speed things up (or make things slower?) */
511
512 static dynbuf_text buf; buf.clear ();
513
514 buf << (op->nrof <= 1 ? op->name : op->name_pl);
515
516 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
517 buf << ' ' << op->title;
518
519 switch (op->type)
520 {
521 case SPELLBOOK:
522 case SCROLL:
523 case WAND:
524 case ROD:
525 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
526 {
527 if (!op->title)
528 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
529
530 if (op->type != SPELLBOOK)
531 buf.printf (" (lvl %d)", op->level);
532 }
533 break;
534
535 case ALTAR:
536 case TRIGGER_ALTAR:
537 case IDENTIFY_ALTAR:
538 case CONVERTER:
539 if (op->slaying == shstr_money)
540 {
541 bool wrap = !!buf.size ();
542
543 if (wrap) buf << " [";
544
545 archetype *coin = 0;
546
547 for (char const *const *c = coins; *coins; ++c)
548 if ((coin = archetype::find (*c)))
549 if (op->stats.food % coin->value == 0)
550 break;
551
552 sint32 coins = op->stats.food / coin->value;
553
554 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
555
556 if (wrap) buf << ']';
557 }
558 break;
559
560 case SKILL:
561 case AMULET:
562 case RING:
563 if (!op->title)
564 {
565 /* If ring has a title, full description isn't so useful */
566 const char *s = ring_desc (op);
567
568 if (s && *s)
569 buf << " " << s;
570 }
571 break;
572
573 default:
574 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
575 buf.printf (" %+d", op->magic);
576 }
577
578 return buf;
579 }
580
581 /*
582 * query_name(object) returns a character pointer pointing to a static
583 * buffer which contains a verbose textual representation of the name
584 * of the given object.
585 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
586 * you can make several calls to query_name before the bufs start getting
587 * overwritten. This may be a bad thing (it may be easier to assume the value
588 * returned is good forever.) However, it makes printing statements that
589 * use several names much easier (don't need to store them to temp variables.)
590 *
591 * It is used extensively within messages, so should return only a prose
592 * and short description of the item.
593 */
594 const char *
595 query_name (const object *op)
596 {
597 int len = 0;
598 static dynbuf_text bufs[5];
599 static int use_buf = 0;
600
601 use_buf++;
602 use_buf %= 5;
603
604 dynbuf_text &buf = bufs [use_buf];
605 buf.clear ();
606
607 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
608 if (materialtype_t *mt = name_to_material (op->materialname))
609 buf << mt->description << ' ';
610
611 buf << query_short_name (op);
612
613 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
614 buf << " *";
615 if (op->is_open_container ())
616 buf << " (open)";
617
618 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
619 {
620 if (QUERY_FLAG (op, FLAG_DAMNED))
621 buf << " (damned)";
622 else if (QUERY_FLAG (op, FLAG_CURSED))
623 buf << " (cursed)";
624 }
625
626 /* Basically, if the object is known magical (detect magic spell on it),
627 * and it isn't identified, print out the fact that
628 * it is magical. Assume that the detect magical spell will only set
629 * KNOWN_MAGICAL if the item actually is magical.
630 *
631 * Changed in V 0.91.4 - still print that the object is magical even
632 * if it has been applied. Equipping an item does not tell full
633 * abilities, especially for artifact items.
634 */
635 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
636 buf << " (magic)";
637
638 #if 0
639 /* item_power will be returned in describe_item - it shouldn't really
640 * be returned in the name.
641 */
642 if (op->item_power)
643 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
644
645 #endif
646
647 if (QUERY_FLAG (op, FLAG_APPLIED))
648 {
649 switch (op->type)
650 {
651 case BOW:
652 case WAND:
653 case ROD:
654 case HORN:
655 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
656 break;
657 case WEAPON:
658 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
659 break;
660 case ARMOUR:
661 case HELMET:
662 case SHIELD:
663 case RING:
664 case BOOTS:
665 case GLOVES:
666 case AMULET:
667 case GIRDLE:
668 case BRACERS:
669 case CLOAK:
670 buf << " (worn)";
671 break;
672 case CONTAINER:
673 buf << " (active)";
674 break;
675 case SKILL:
676 default:
677 buf << " (applied)";
678 }
679 }
680
681 switch (op->type)
682 {
683 case LAMP:
684 if (op->glow_radius)
685 buf << " (on)";
686 else if (op->stats.food <= 0)
687 buf << " (empty)";
688 else
689 buf << " (off)";
690 break;
691
692 case TORCH:
693 if (op->glow_radius)
694 buf << " (burning)";
695 else if (op->stats.food <= 0)
696 buf << " (burned out)";
697 break;
698 }
699
700 if (QUERY_FLAG (op, FLAG_UNPAID))
701 buf << " (unpaid)";
702
703 return buf;
704 }
705
706 /*
707 * query_base_name(object) returns a character pointer pointing to a static
708 * buffer which contains a verbose textual representation of the name
709 * of the given object. The buffer will be overwritten at the next
710 * call to query_base_name(). This is a lot like query_name, but we
711 * don't include the item count or item status. Used for inventory sorting
712 * and sending to client.
713 * If plural is set, we generate the plural name of this.
714 *
715 * It is sometimes used to display messages, and usually only used to match stuff,
716 * so maybe this function should be removed.
717 */
718 const char *
719 query_base_name (const object *op, int plural)
720 {
721 if ((!plural && !op->name) || (plural && !op->name_pl))
722 return "(null)";
723
724 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
725 return op->name; /* To speed things up (or make things slower?) */
726
727 static dynbuf_text buf; buf.clear ();
728
729 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
730 if (materialtype_t *mt = name_to_material (op->materialname))
731 if (op->arch->materialname != mt->name)
732 buf << mt->description << ' ';
733
734 buf << (plural ? op->name_pl : op->name);
735
736 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
737 buf << ' ' << op->title;
738
739 switch (op->type)
740 {
741 case SPELLBOOK:
742 case SCROLL:
743 case WAND:
744 case ROD:
745 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
746 {
747 if (!op->title)
748 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
749
750 if (op->type != SPELLBOOK)
751 buf.printf (" (lvl %d)", op->level);
752 }
753 break;
754
755
756 case SKILL:
757 case AMULET:
758 case RING:
759 if (!op->title)
760 {
761 /* If ring has a title, full description isn't so useful */
762 const char *s = ring_desc (op);
763
764 if (s && *s)
765 buf << ' ' << s;
766 }
767 break;
768
769 default:
770 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
771 buf.printf (" %+d", op->magic);
772 }
773
774 return buf;
775 }
776
777 /* Break this off from describe_item - that function was way
778 * too long, making it difficult to read. This function deals
779 * with describing the monsters & players abilities. It should only
780 * be called with monster & player objects. Returns a description
781 * in a static buffer.
782 */
783 static const char *
784 describe_monster (const object *op)
785 {
786 static dynbuf_text buf; buf.clear ();
787
788 /* Note that the resolution this provides for players really isn't
789 * very good. Any player with a speed greater than .67 will
790 * fall into the 'lightning fast movement' category.
791 */
792 if (op->has_active_speed ())
793 switch ((int) ((FABS (op->speed)) * 15))
794 {
795 case 0:
796 buf << "(very slow movement)";
797 break;
798 case 1:
799 buf << "(slow movement)";
800 break;
801 case 2:
802 buf << "(normal movement)";
803 break;
804 case 3:
805 case 4:
806 buf << "(fast movement)";
807 break;
808 case 5:
809 case 6:
810 buf << "(very fast movement)";
811 break;
812 case 7:
813 case 8:
814 case 9:
815 case 10:
816 buf << "(extremely fast movement)";
817 break;
818 default:
819 buf << "(lightning fast movement)";
820 break;
821 }
822
823 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
824 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
825 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
826 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
827 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
828 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
829 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
830 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
831 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
832 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
833 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
834 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
835 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
836 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
837
838 if (op->randomitems)
839 {
840 bool first = 1;
841
842 for (treasure *t = op->randomitems->items; t; t = t->next)
843 if (t->item && t->item->type == SPELL)
844 {
845 if (first)
846 buf << "(Spell abilities:)";
847
848 first = 0;
849
850 buf << '(' << t->item->object::name << ')';
851 }
852 }
853
854 if (op->type == PLAYER)
855 {
856 if (op->contr->digestion)
857 buf.printf ("(sustenance%+d)", op->contr->digestion);
858
859 if (op->contr->gen_grace)
860 buf.printf ("(grace%+d)", op->contr->gen_grace);
861
862 if (op->contr->gen_sp)
863 buf.printf ("(magic%+d)", op->contr->gen_sp);
864
865 if (op->contr->gen_hp)
866 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
867
868 if (op->stats.luck)
869 buf.printf ("(luck%+d)", op->stats.luck);
870 }
871
872 /* describe attacktypes */
873 if (is_dragon_pl (op))
874 {
875 /* for dragon players display the attacktypes from clawing skill
876 * Break apart the for loop - move the comparison checking down -
877 * this makes it more readable.
878 */
879 object *tmp;
880
881 for (tmp = op->inv; tmp; tmp = tmp->below)
882 if (tmp->type == SKILL && tmp->name == shstr_clawing)
883 break;
884
885 if (tmp && tmp->attacktype)
886 buf.add_abilities ("Claws", tmp->attacktype);
887 else
888 buf.add_abilities ("Attacks", op->attacktype);
889 }
890 else
891 buf.add_abilities ("Attacks", op->attacktype);
892
893 buf.add_paths ("Attuned" , op->path_attuned);
894 buf.add_paths ("Repelled", op->path_repelled);
895 buf.add_paths ("Denied" , op->path_denied);
896
897 for (int i = 0; i < NROFATTACKS; i++)
898 if (op->resist[i])
899 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
900
901 return buf;
902 }
903
904 /*
905 * Returns a pointer to a static buffer which contains a
906 * description of the given object.
907 * If it is a monster, lots of information about its abilities
908 * will be returned.
909 * If it is an item, lots of information about which abilities
910 * will be gained about its user will be returned.
911 * If it is a player, it writes out the current abilities
912 * of the player, which is usually gained by the items applied.
913 * It would be really handy to actually pass another object
914 * pointer on who is examining this object. Then, you could reveal
915 * certain information depending on what the examiner knows, eg,
916 * wouldn't need to use the SEE_INVISIBLE flag to know it is
917 * a dragon player examining food. Could have things like
918 * a dwarven axe, in which the full abilities are only known to
919 * dwarves, etc.
920 *
921 * Add 'owner' who is the person examining this object.
922 * owner can be null if no one is being associated with this
923 * item (eg, debug dump or the like)
924 */
925 const char *
926 describe_item (const object *op, object *owner)
927 {
928 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
929 return describe_monster (op);
930
931 static dynbuf_text buf; buf.clear ();
932 int identified, i;
933
934 /* figure this out once, instead of making multiple calls to need_identify.
935 * also makes the code easier to read.
936 */
937 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
938 if (!identified)
939 buf << "(unidentified)";
940
941 switch (op->type)
942 {
943 case BOW:
944 case ARROW:
945 case WAND:
946 case ROD:
947 case HORN:
948 case WEAPON:
949 case ARMOUR:
950 case HELMET:
951 case SHIELD:
952 case BOOTS:
953 case GLOVES:
954 case GIRDLE:
955 case BRACERS:
956 case CLOAK:
957 case SKILL_TOOL:
958 break; /* We have more information to do below this switch */
959
960 case POWER_CRYSTAL:
961 if (op->stats.maxsp > 1000)
962 { /*higher capacity crystals */
963 i = (op->stats.maxsp % 1000) / 100;
964
965 if (i)
966 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
967 else
968 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
969 }
970 else
971 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
972
973 i = (op->stats.sp * 10) / op->stats.maxsp;
974 if (op->stats.sp == 0)
975 buf << "empty.";
976 else if (i == 0)
977 buf << "almost empty.";
978 else if (i < 3)
979 buf << "partially filled.";
980 else if (i < 6)
981 buf << "half full.";
982 else if (i < 9)
983 buf << "well charged.";
984 else if (op->stats.sp == op->stats.maxsp)
985 buf << "fully charged.";
986 else
987 buf << "almost full.";
988 break;
989
990 case LAMP:
991 {
992 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
993 buf << "(fuel: ";
994 if (percent == 0)
995 buf << "empty";
996 else if (percent < 10)
997 buf << "very low";
998 else if (percent < 25)
999 buf << "low";
1000 else if (percent < 50)
1001 buf << "half empty";
1002 else if (percent < 75)
1003 buf << "half full";
1004 else if (percent < 95)
1005 buf << "well filled";
1006 else if (percent <= 100)
1007 buf << "full";
1008 buf << ")";
1009 }
1010 break;
1011
1012 case FOOD:
1013 case FLESH:
1014 case DRINK:
1015 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1016 {
1017 buf.printf ("(food+%d)", op->stats.food);
1018
1019 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1020 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1021
1022 if (!QUERY_FLAG (op, FLAG_CURSED))
1023 {
1024 if (op->stats.hp) buf << "(heals)";
1025 if (op->stats.sp) buf << "(spellpoint regen)";
1026 }
1027 else
1028 {
1029 if (op->stats.hp) buf << "(damages)";
1030 if (op->stats.sp) buf << "(spellpoint depletion)";
1031 }
1032 }
1033 break;
1034
1035 case SKILL:
1036 case RING:
1037 case AMULET:
1038 if (op->item_power)
1039 buf.printf ("(item_power %+d)", op->item_power);
1040
1041 if (op->title)
1042 buf << ring_desc (op);
1043
1044 return buf;
1045
1046 default:
1047 return buf;
1048 }
1049
1050 /* Down here, we more further describe equipment type items.
1051 * only describe them if they have been identified or the like.
1052 */
1053 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1054 {
1055 int attr, val;
1056
1057 for (attr = 0; attr < NUM_STATS; attr++)
1058 if ((val = op->stats.stat (attr)))
1059 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1060
1061 if (op->stats.exp)
1062 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1063
1064 switch (op->type)
1065 {
1066 case BOW:
1067 case ARROW:
1068 case GIRDLE:
1069 case HELMET:
1070 case SHIELD:
1071 case BOOTS:
1072 case GLOVES:
1073 case WEAPON:
1074 case SKILL:
1075 case RING:
1076 case AMULET:
1077 case ARMOUR:
1078 case BRACERS:
1079 case FORCE:
1080 case CLOAK:
1081 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1082 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1083 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1084
1085 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1086 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1087
1088 break;
1089
1090 default:
1091 break;
1092 }
1093
1094 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1095 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1096
1097 /* levitate was what is was before, so we'll keep it */
1098 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1099 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1100 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1101
1102 /* walking is presumed as 'normal', so doesn't need mentioning */
1103
1104 if (op->item_power)
1105 buf.printf ("(item_power %+d)", op->item_power);
1106 } /* End if identified or applied */
1107
1108 /* This blocks only deals with fully identified object.
1109 * it is intentional that this is not an 'else' from a above -
1110 * in this way, information is added.
1111 */
1112 if (identified)
1113 {
1114 int more_info = 0;
1115
1116 switch (op->type)
1117 {
1118 case ROD: /* These use stats.sp for spell selection and stats.food */
1119 case HORN: /* and stats.hp for spell-point regeneration... */
1120 case BOW:
1121 case ARROW:
1122 case WAND:
1123 case FOOD:
1124 case FLESH:
1125 case DRINK:
1126 more_info = 0;
1127 break;
1128
1129 /* Armor type objects */
1130 case ARMOUR:
1131 case HELMET:
1132 case SHIELD:
1133 case BOOTS:
1134 case GLOVES:
1135 case GIRDLE:
1136 case BRACERS:
1137 case CLOAK:
1138 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1139 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1140 more_info = 1;
1141 break;
1142
1143 case WEAPON:
1144 /* Calculate it the same way fix_player does so the results
1145 * make sense.
1146 */
1147 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1148 if (i < 0)
1149 i = 0;
1150
1151 buf.printf ("(weapon speed %d)", i);
1152 more_info = 1;
1153 break;
1154 }
1155
1156 if (more_info)
1157 {
1158 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1159 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1160 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1161 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1162 }
1163
1164 if (op->stats.luck)
1165 buf.printf ("(luck%+d)", op->stats.luck);
1166
1167 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1168 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1169 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1171
1172 if (op->slaying && op->type != FOOD)
1173 buf.printf ("(slay %s)", &op->slaying);
1174
1175 if (op->type == SKILL_TOOL && op->skill)
1176 buf.printf ("(%s)", &op->skill);
1177
1178 buf.add_abilities ("Attacks", op->attacktype);
1179 /* resistance on flesh is only visible for quetzals. If
1180 * non flesh, everyone can see its resistances
1181 */
1182 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1183 buf << describe_resistance (op, 0);
1184
1185 buf.add_paths ("Attuned", op->path_attuned);
1186 buf.add_paths ("Repelled", op->path_repelled);
1187 buf.add_paths ("Denied", op->path_denied);
1188 }
1189
1190 return buf;
1191 }
1192
1193 std::string
1194 object::describe_item (object *who)
1195 {
1196 return std::string (::describe_item (this, who));
1197 }
1198
1199 void
1200 examine (object *op, object *tmp)
1201 {
1202 std::string info = tmp->describe (op);
1203
1204 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1205 }
1206
1207 /*
1208 * inventory prints object's inventory. If inv==NULL then print player's
1209 * inventory.
1210 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1211 */
1212 const char *
1213 object::query_inventory (object *who, const char *indent)
1214 {
1215 static dynbuf_text buf; buf.clear ();
1216
1217 for (object *tmp = inv; tmp; tmp = tmp->below)
1218 if (who && QUERY_FLAG (who, FLAG_WIZ))
1219 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1220 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1221 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1222
1223 if (buf.size ())
1224 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1225 else
1226 buf.printf ("%s(empty)\n", indent);
1227
1228 return buf;
1229 }
1230
1231 /* Return true if the item is magical. A magical item is one that
1232 * increases/decreases any abilities, provides a resistance,
1233 * has a generic magical bonus, or is an artifact.
1234 * This function is used by detect_magic to determine if an item
1235 * should be marked as magical.
1236 */
1237 int
1238 is_magical (const object *op)
1239 {
1240 int i;
1241
1242 /* living creatures are considered non magical */
1243 if (QUERY_FLAG (op, FLAG_ALIVE))
1244 return 0;
1245
1246 /* This is a test for it being an artifact, as artifacts have titles */
1247 if (op->title != NULL)
1248 return 1;
1249
1250 /* Handle rings and amulets specially. If they change any of these
1251 * values, it means they are magical.
1252 */
1253 if ((op->type == AMULET || op->type == RING) &&
1254 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1255 return 1;
1256
1257 /* Check for stealty, speed, flying, or just plain magic in the boots */
1258 /* Presume any boots that hvae a move_type are special. */
1259 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1260 return 1;
1261
1262 /* Take care of amulet/shield that reflects spells/missiles */
1263 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1264 return 1;
1265
1266 /* Take care of helmet of xrays */
1267 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1268 return 1;
1269
1270 /* Potions & rods are always magical. Wands/staves are also magical,
1271 * assuming they still have any charges left.
1272 */
1273 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1274 return 1;
1275
1276 /* if something gives a protection, either positive or negative, its magical */
1277 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1278 * so this always works out fine.
1279 */
1280 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1281 if (op->resist[i])
1282 return 1;
1283
1284 /* Physical protection is expected on some item types, so they should
1285 * not be considered magical.
1286 */
1287 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1288 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1289 return 1;
1290
1291 /* power crystal, spellbooks, and scrolls are always magical. */
1292 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1293 return 1;
1294
1295 /* Check to see if it increases/decreases any stats */
1296 for (i = 0; i < NUM_STATS; i++)
1297 if (op->stats.stat (i))
1298 return 1;
1299
1300 /* If it doesn't fall into any of the above categories, must
1301 * be non magical.
1302 */
1303 return 0;
1304 }
1305
1306 /* need_identify returns true if the item should be identified. This
1307 * function really should not exist - by default, any item not identified
1308 * should need it.
1309 */
1310
1311 int
1312 need_identify (const object *op)
1313 {
1314 switch (op->type)
1315 {
1316 case RING:
1317 case WAND:
1318 case ROD:
1319 case HORN:
1320 case SCROLL:
1321 case SKILL:
1322 case SKILLSCROLL:
1323 case SPELLBOOK:
1324 case FOOD:
1325 case POTION:
1326 case BOW:
1327 case ARROW:
1328 case WEAPON:
1329 case ARMOUR:
1330 case SHIELD:
1331 case HELMET:
1332 case AMULET:
1333 case BOOTS:
1334 case GLOVES:
1335 case BRACERS:
1336 case GIRDLE:
1337 case CONTAINER:
1338 case DRINK:
1339 case FLESH:
1340 case INORGANIC:
1341 case CLOSE_CON:
1342 case CLOAK:
1343 case GEM:
1344 case POWER_CRYSTAL:
1345 case POISON:
1346 case BOOK:
1347 case SKILL_TOOL:
1348 return 1;
1349 }
1350
1351 /* Try to track down some stuff that may show up here. Thus, the
1352 * archetype file can be updated, and this function removed.
1353 */
1354 #if 0
1355 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1356 #endif
1357 return 0;
1358 }
1359
1360 /*
1361 * Supposed to fix face-values as well here, but later.
1362 */
1363 void
1364 identify (object *op)
1365 {
1366 SET_FLAG (op, FLAG_IDENTIFIED);
1367 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1368 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1369
1370 /*
1371 * We want autojoining of equal objects:
1372 */
1373 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1374 SET_FLAG (op, FLAG_KNOWN_CURSED);
1375
1376 if (op->type == POTION)
1377 {
1378 if (op->inv && op->randomitems)
1379 op->title = op->inv->name;
1380 else if (op->arch)
1381 {
1382 op->name = op->arch->object::name;
1383 op->name_pl = op->arch->object::name_pl;
1384 }
1385 }
1386
1387 /* If the object is on a map, make sure we update its face */
1388 if (op->map)
1389 update_object (op, UP_OBJ_CHANGE);
1390
1391 if (object *pl = op->visible_to ())
1392 /* A lot of the values can change from an update - might as well send
1393 * it all.
1394 */
1395 esrv_send_item (pl, op);
1396 }
1397