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Revision: 1.66
Committed: Sun Nov 8 20:55:39 2009 UTC (14 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.65: +6 -8 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 if (op->path_attuned & (1 << i))
319 enc++;
320 else if (op->path_denied & (1 << i))
321 enc -= 2;
322 else if (op->path_repelled & (1 << i))
323 enc--;
324
325 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
326 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
327 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
328 if (op->flag [FLAG_XRAYS ]) enc += 2;
329 if (op->flag [FLAG_STEALTH ]) enc += 1;
330 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
331 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
332
333 return get_power_from_ench (enc);
334 }
335
336 /* returns the typedata that has a number equal to itemtype, if there
337 * isn't one, returns NULL */
338 const typedata *
339 get_typedata (int itemtype)
340 {
341 for (int i = 0; i < item_types_size; i++)
342 if (item_types[i].number == itemtype)
343 return &item_types[i];
344
345 return NULL;
346 }
347
348 /* returns the typedata that has a name equal to itemtype, if there
349 * isn't one, return the plural name that matches, if there still isn't
350 * one return NULL */
351 const typedata *
352 get_typedata_by_name (const char *name)
353 {
354 for (int i = 0; i < item_types_size; i++)
355 if (!strcmp (item_types[i].name, name))
356 return &item_types[i];
357
358 for (int i = 0; i < item_types_size; i++)
359 if (!strcmp (item_types[i].name_pl, name))
360 {
361 LOG (llevInfo,
362 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
363 return &item_types[i];
364 }
365
366 return 0;
367 }
368
369 /* describe_resistance generates the visible naming for resistances.
370 * returns a static array of the description. This can return
371 * a big buffer.
372 * if newline is true, we don't put parens around the description
373 * but do put a newline at the end. Useful when dumping to files
374 */
375 const char *
376 describe_resistance (const object *op, int newline)
377 {
378 static dynbuf_text buf; buf.clear ();
379
380 for (int i = 0; i < NROFATTACKS; i++)
381 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
382 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
383
384 return buf;
385 }
386
387 /*
388 * query_weight(object) returns a character pointer to a static buffer
389 * containing the text-representation of the weight of the given object.
390 * The buffer will be overwritten by the next call to query_weight().
391 *
392 * Seems to be used only by unimportant stuff. Remove?
393 */
394 const char *
395 query_weight (const object *op)
396 {
397 static char buf[10];
398 sint32 i = op->total_weight ();
399
400 if (op->weight < 0)
401 return " ";
402
403 if (i % 1000)
404 sprintf (buf, "%6.1f", i / 1000.0);
405 else
406 sprintf (buf, "%4d ", i / 1000);
407
408 return buf;
409 }
410
411 /*
412 * Returns the pointer to a static buffer containing
413 * the number requested (of the form first, second, third...)
414 */
415 const char *
416 get_levelnumber (int i)
417 {
418 static char buf[MAX_BUF];
419
420 if (i > 99)
421 {
422 sprintf (buf, "%d.", i);
423 return buf;
424 }
425
426 if (i < 21)
427 return levelnumbers[i];
428
429 if (!(i % 10))
430 return levelnumbers_10[i / 10];
431
432 strcpy (buf, numbers_10[i / 10]);
433 strcat (buf, levelnumbers[i % 10]);
434 return buf;
435 }
436
437 /*
438 * Returns pointer to static buffer containing ring's or amulet's
439 * abilities
440 * These are taken from old query_name(), but it would work better
441 * if describle_item() would be called to get this information and
442 * caller would handle FULL_RING_DESCRIPTION definition.
443 * Or make FULL_RING_DESCRIPTION standard part of a game and let
444 * client handle names.
445 */
446
447 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
448 * from stats.sp - b.t.
449 */
450 static const char *
451 ring_desc (const object *op)
452 {
453 static dynbuf_text buf; buf.clear ();
454 int attr, val, len;
455
456 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
457 {
458 for (attr = 0; attr < NUM_STATS; attr++)
459 if ((val = op->stats.stat (attr)))
460 buf.printf ("(%s%+d)", short_stat_name[attr], val);
461
462 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
463 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
464 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
465 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
466
467 buf << describe_resistance (op, 0);
468
469 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
470 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
471 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
472 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
473 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
474
475 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
476 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
477 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
478 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
479
480 buf.add_paths ("Attuned" , op->path_attuned);
481 buf.add_paths ("Repelled", op->path_repelled);
482 buf.add_paths ("Denied" , op->path_denied);
483
484 if (buf.empty ())
485 buf << "of adornment";
486 }
487
488 return buf;
489 }
490
491 /*
492 * query_short_name(object) is similar to query_name, but doesn't
493 * contain any information about object status (worn/cursed/etc.)
494 *
495 * It is sometimes used when printing messages, so should fit well into a sentence.
496 */
497 const char *
498 query_short_name (const object *op)
499 {
500 if (!op->name)
501 return "(null)";
502
503 if (!op->nrof
504 && !op->weight
505 && !op->title
506 && !is_magical (op)
507 && op->slaying != shstr_money)
508 return op->name; /* To speed things up (or make things slower?) */
509
510 static dynbuf_text buf; buf.clear ();
511
512 buf << (op->nrof <= 1 ? op->name : op->name_pl);
513
514 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
515 buf << ' ' << op->title;
516
517 switch (op->type)
518 {
519 case SPELLBOOK:
520 case SCROLL:
521 case WAND:
522 case ROD:
523 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
524 {
525 if (!op->title)
526 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
527
528 if (op->type != SPELLBOOK)
529 buf.printf (" (lvl %d)", op->level);
530 }
531 break;
532
533 case ALTAR:
534 case TRIGGER_ALTAR:
535 case IDENTIFY_ALTAR:
536 case CONVERTER:
537 if (op->slaying == shstr_money)
538 {
539 bool wrap = !!buf.size ();
540
541 if (wrap) buf << " [";
542
543 archetype *coin = 0;
544
545 for (char const *const *c = coins; *coins; ++c)
546 if ((coin = archetype::find (*c)))
547 if (op->stats.food % coin->value == 0)
548 break;
549
550 sint32 coins = op->stats.food / coin->value;
551
552 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
553
554 if (wrap) buf << ']';
555 }
556 break;
557
558 case SKILL:
559 case AMULET:
560 case RING:
561 if (!op->title)
562 {
563 /* If ring has a title, full description isn't so useful */
564 const char *s = ring_desc (op);
565
566 if (s && *s)
567 buf << " " << s;
568 }
569 break;
570
571 default:
572 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
573 buf.printf (" %+d", op->magic);
574 }
575
576 return buf;
577 }
578
579 /*
580 * query_name(object) returns a character pointer pointing to a static
581 * buffer which contains a verbose textual representation of the name
582 * of the given object.
583 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
584 * you can make several calls to query_name before the bufs start getting
585 * overwritten. This may be a bad thing (it may be easier to assume the value
586 * returned is good forever.) However, it makes printing statements that
587 * use several names much easier (don't need to store them to temp variables.)
588 *
589 * It is used extensively within messages, so should return only a prose
590 * and short description of the item.
591 */
592 const char *
593 query_name (const object *op)
594 {
595 int len = 0;
596 static dynbuf_text bufs[5];
597 static int use_buf = 0;
598
599 use_buf++;
600 use_buf %= 5;
601
602 dynbuf_text &buf = bufs [use_buf];
603 buf.clear ();
604
605 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
606 if (materialtype_t *mt = name_to_material (op->materialname))
607 buf << mt->description << ' ';
608
609 buf << query_short_name (op);
610
611 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
612 buf << " *";
613 if (op->is_open_container ())
614 buf << " (open)";
615
616 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
617 {
618 if (QUERY_FLAG (op, FLAG_DAMNED))
619 buf << " (damned)";
620 else if (QUERY_FLAG (op, FLAG_CURSED))
621 buf << " (cursed)";
622 }
623
624 /* Basically, if the object is known magical (detect magic spell on it),
625 * and it isn't identified, print out the fact that
626 * it is magical. Assume that the detect magical spell will only set
627 * KNOWN_MAGICAL if the item actually is magical.
628 *
629 * Changed in V 0.91.4 - still print that the object is magical even
630 * if it has been applied. Equipping an item does not tell full
631 * abilities, especially for artifact items.
632 */
633 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
634 buf << " (magic)";
635
636 #if 0
637 /* item_power will be returned in describe_item - it shouldn't really
638 * be returned in the name.
639 */
640 if (op->item_power)
641 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
642
643 #endif
644
645 if (QUERY_FLAG (op, FLAG_APPLIED))
646 {
647 switch (op->type)
648 {
649 case BOW:
650 case WAND:
651 case ROD:
652 case HORN:
653 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
654 break;
655 case WEAPON:
656 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
657 break;
658 case ARMOUR:
659 case HELMET:
660 case SHIELD:
661 case RING:
662 case BOOTS:
663 case GLOVES:
664 case AMULET:
665 case GIRDLE:
666 case BRACERS:
667 case CLOAK:
668 buf << " (worn)";
669 break;
670 case CONTAINER:
671 buf << " (active)";
672 break;
673 case SKILL:
674 default:
675 buf << " (applied)";
676 }
677 }
678
679 switch (op->type)
680 {
681 case LAMP:
682 if (op->glow_radius)
683 buf << " (on)";
684 else if (op->stats.food <= 0)
685 buf << " (empty)";
686 else
687 buf << " (off)";
688 break;
689
690 case TORCH:
691 if (op->glow_radius)
692 buf << " (burning)";
693 else if (op->stats.food <= 0)
694 buf << " (burned out)";
695 break;
696 }
697
698 if (QUERY_FLAG (op, FLAG_UNPAID))
699 buf << " (unpaid)";
700
701 return buf;
702 }
703
704 /*
705 * query_base_name(object) returns a character pointer pointing to a static
706 * buffer which contains a verbose textual representation of the name
707 * of the given object. The buffer will be overwritten at the next
708 * call to query_base_name(). This is a lot like query_name, but we
709 * don't include the item count or item status. Used for inventory sorting
710 * and sending to client.
711 * If plural is set, we generate the plural name of this.
712 *
713 * It is sometimes used to display messages, and usually only used to match stuff,
714 * so maybe this function should be removed.
715 */
716 const char *
717 query_base_name (const object *op, int plural)
718 {
719 if ((!plural && !op->name) || (plural && !op->name_pl))
720 return "(null)";
721
722 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
723 return op->name; /* To speed things up (or make things slower?) */
724
725 static dynbuf_text buf; buf.clear ();
726
727 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
728 if (materialtype_t *mt = name_to_material (op->materialname))
729 if (op->arch->materialname != mt->name)
730 buf << mt->description << ' ';
731
732 buf << (plural ? op->name_pl : op->name);
733
734 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
735 buf << ' ' << op->title;
736
737 switch (op->type)
738 {
739 case SPELLBOOK:
740 case SCROLL:
741 case WAND:
742 case ROD:
743 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
744 {
745 if (!op->title)
746 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
747
748 if (op->type != SPELLBOOK)
749 buf.printf (" (lvl %d)", op->level);
750 }
751 break;
752
753
754 case SKILL:
755 case AMULET:
756 case RING:
757 if (!op->title)
758 {
759 /* If ring has a title, full description isn't so useful */
760 const char *s = ring_desc (op);
761
762 if (s && *s)
763 buf << ' ' << s;
764 }
765 break;
766
767 default:
768 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
769 buf.printf (" %+d", op->magic);
770 }
771
772 return buf;
773 }
774
775 /* Break this off from describe_item - that function was way
776 * too long, making it difficult to read. This function deals
777 * with describing the monsters & players abilities. It should only
778 * be called with monster & player objects. Returns a description
779 * in a static buffer.
780 */
781 static const char *
782 describe_monster (const object *op)
783 {
784 static dynbuf_text buf; buf.clear ();
785
786 /* Note that the resolution this provides for players really isn't
787 * very good. Any player with a speed greater than .67 will
788 * fall into the 'lightning fast movement' category.
789 */
790 if (op->has_active_speed ())
791 switch ((int)((fabs (op->speed)) * 15.))
792 {
793 case 0:
794 buf << "(very slow movement)";
795 break;
796 case 1:
797 buf << "(slow movement)";
798 break;
799 case 2:
800 buf << "(normal movement)";
801 break;
802 case 3:
803 case 4:
804 buf << "(fast movement)";
805 break;
806 case 5:
807 case 6:
808 buf << "(very fast movement)";
809 break;
810 case 7:
811 case 8:
812 case 9:
813 case 10:
814 buf << "(extremely fast movement)";
815 break;
816 default:
817 buf << "(lightning fast movement)";
818 break;
819 }
820
821 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
822 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
823 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
824 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
825 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
826 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
827 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
828 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
829 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
830 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
831 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
832 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
833 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
834 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
835
836 if (op->randomitems)
837 {
838 bool first = 1;
839
840 for (treasure *t = op->randomitems->items; t; t = t->next)
841 if (t->item && t->item->type == SPELL)
842 {
843 if (first)
844 buf << "(Spell abilities:)";
845
846 first = 0;
847
848 buf << '(' << t->item->object::name << ')';
849 }
850 }
851
852 if (op->type == PLAYER)
853 {
854 if (op->contr->digestion)
855 buf.printf ("(sustenance%+d)", op->contr->digestion);
856
857 if (op->contr->gen_grace)
858 buf.printf ("(grace%+d)", op->contr->gen_grace);
859
860 if (op->contr->gen_sp)
861 buf.printf ("(magic%+d)", op->contr->gen_sp);
862
863 if (op->contr->gen_hp)
864 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
865
866 if (op->stats.luck)
867 buf.printf ("(luck%+d)", op->stats.luck);
868 }
869
870 /* describe attacktypes */
871 if (is_dragon_pl (op))
872 {
873 /* for dragon players display the attacktypes from clawing skill
874 * Break apart the for loop - move the comparison checking down -
875 * this makes it more readable.
876 */
877 object *tmp;
878
879 for (tmp = op->inv; tmp; tmp = tmp->below)
880 if (tmp->type == SKILL && tmp->name == shstr_clawing)
881 break;
882
883 if (tmp && tmp->attacktype)
884 buf.add_abilities ("Claws", tmp->attacktype);
885 else
886 buf.add_abilities ("Attacks", op->attacktype);
887 }
888 else
889 buf.add_abilities ("Attacks", op->attacktype);
890
891 buf.add_paths ("Attuned" , op->path_attuned);
892 buf.add_paths ("Repelled", op->path_repelled);
893 buf.add_paths ("Denied" , op->path_denied);
894
895 for (int i = 0; i < NROFATTACKS; i++)
896 if (op->resist[i])
897 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
898
899 return buf;
900 }
901
902 /*
903 * Returns a pointer to a static buffer which contains a
904 * description of the given object.
905 * If it is a monster, lots of information about its abilities
906 * will be returned.
907 * If it is an item, lots of information about which abilities
908 * will be gained about its user will be returned.
909 * If it is a player, it writes out the current abilities
910 * of the player, which is usually gained by the items applied.
911 * It would be really handy to actually pass another object
912 * pointer on who is examining this object. Then, you could reveal
913 * certain information depending on what the examiner knows, eg,
914 * wouldn't need to use the SEE_INVISIBLE flag to know it is
915 * a dragon player examining food. Could have things like
916 * a dwarven axe, in which the full abilities are only known to
917 * dwarves, etc.
918 *
919 * Add 'owner' who is the person examining this object.
920 * owner can be null if no one is being associated with this
921 * item (eg, debug dump or the like)
922 */
923 const char *
924 describe_item (const object *op, object *owner)
925 {
926 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
927 return describe_monster (op);
928
929 static dynbuf_text buf; buf.clear ();
930 int identified, i;
931
932 /* figure this out once, instead of making multiple calls to need_identify.
933 * also makes the code easier to read.
934 */
935 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
936 if (!identified)
937 buf << "(unidentified)";
938
939 switch (op->type)
940 {
941 case BOW:
942 case ARROW:
943 case WAND:
944 case ROD:
945 case HORN:
946 case WEAPON:
947 case ARMOUR:
948 case HELMET:
949 case SHIELD:
950 case BOOTS:
951 case GLOVES:
952 case GIRDLE:
953 case BRACERS:
954 case CLOAK:
955 case SKILL_TOOL:
956 break; /* We have more information to do below this switch */
957
958 case POWER_CRYSTAL:
959 if (op->stats.maxsp > 1000)
960 { /*higher capacity crystals */
961 i = (op->stats.maxsp % 1000) / 100;
962
963 if (i)
964 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
965 else
966 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
967 }
968 else
969 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
970
971 i = (op->stats.sp * 10) / op->stats.maxsp;
972 if (op->stats.sp == 0)
973 buf << "empty.";
974 else if (i == 0)
975 buf << "almost empty.";
976 else if (i < 3)
977 buf << "partially filled.";
978 else if (i < 6)
979 buf << "half full.";
980 else if (i < 9)
981 buf << "well charged.";
982 else if (op->stats.sp == op->stats.maxsp)
983 buf << "fully charged.";
984 else
985 buf << "almost full.";
986 break;
987
988 case LAMP:
989 {
990 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
991 buf << "(fuel: ";
992 if (percent == 0)
993 buf << "empty";
994 else if (percent < 10)
995 buf << "very low";
996 else if (percent < 25)
997 buf << "low";
998 else if (percent < 50)
999 buf << "half empty";
1000 else if (percent < 75)
1001 buf << "half full";
1002 else if (percent < 95)
1003 buf << "well filled";
1004 else if (percent <= 100)
1005 buf << "full";
1006 buf << ")";
1007 }
1008 break;
1009
1010 case FOOD:
1011 case FLESH:
1012 case DRINK:
1013 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1014 {
1015 buf.printf ("(food+%d)", op->stats.food);
1016
1017 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1018 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1019
1020 if (!QUERY_FLAG (op, FLAG_CURSED))
1021 {
1022 if (op->stats.hp) buf << "(heals)";
1023 if (op->stats.sp) buf << "(spellpoint regen)";
1024 }
1025 else
1026 {
1027 if (op->stats.hp) buf << "(damages)";
1028 if (op->stats.sp) buf << "(spellpoint depletion)";
1029 }
1030 }
1031 break;
1032
1033 case SKILL:
1034 case RING:
1035 case AMULET:
1036 if (op->item_power)
1037 buf.printf ("(item_power %+d)", op->item_power);
1038
1039 if (op->title)
1040 buf << ring_desc (op);
1041
1042 return buf;
1043
1044 default:
1045 return buf;
1046 }
1047
1048 /* Down here, we more further describe equipment type items.
1049 * only describe them if they have been identified or the like.
1050 */
1051 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1052 {
1053 int attr, val;
1054
1055 for (attr = 0; attr < NUM_STATS; attr++)
1056 if ((val = op->stats.stat (attr)))
1057 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1058
1059 if (op->stats.exp)
1060 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1061
1062 switch (op->type)
1063 {
1064 case BOW:
1065 case ARROW:
1066 case GIRDLE:
1067 case HELMET:
1068 case SHIELD:
1069 case BOOTS:
1070 case GLOVES:
1071 case WEAPON:
1072 case SKILL:
1073 case RING:
1074 case AMULET:
1075 case ARMOUR:
1076 case BRACERS:
1077 case FORCE:
1078 case CLOAK:
1079 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1080 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1081 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1082
1083 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1084 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1085
1086 break;
1087
1088 default:
1089 break;
1090 }
1091
1092 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1093 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1094
1095 /* levitate was what is was before, so we'll keep it */
1096 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1097 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1098 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1099
1100 /* walking is presumed as 'normal', so doesn't need mentioning */
1101
1102 if (op->item_power)
1103 buf.printf ("(item_power %+d)", op->item_power);
1104 } /* End if identified or applied */
1105
1106 /* This blocks only deals with fully identified object.
1107 * it is intentional that this is not an 'else' from a above -
1108 * in this way, information is added.
1109 */
1110 if (identified)
1111 {
1112 int more_info = 0;
1113
1114 switch (op->type)
1115 {
1116 case ROD: /* These use stats.sp for spell selection and stats.food */
1117 case HORN: /* and stats.hp for spell-point regeneration... */
1118 case BOW:
1119 case ARROW:
1120 case WAND:
1121 case FOOD:
1122 case FLESH:
1123 case DRINK:
1124 more_info = 0;
1125 break;
1126
1127 /* Armor type objects */
1128 case ARMOUR:
1129 case HELMET:
1130 case SHIELD:
1131 case BOOTS:
1132 case GLOVES:
1133 case GIRDLE:
1134 case BRACERS:
1135 case CLOAK:
1136 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1137 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1138 more_info = 1;
1139 break;
1140
1141 case WEAPON:
1142 /* Calculate it the same way fix_player does so the results
1143 * make sense.
1144 */
1145 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1146 if (i < 0)
1147 i = 0;
1148
1149 buf.printf ("(weapon speed %d)", i);
1150 more_info = 1;
1151 break;
1152 }
1153
1154 if (more_info)
1155 {
1156 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1157 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1158 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1159 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1160 }
1161
1162 if (op->stats.luck)
1163 buf.printf ("(luck%+d)", op->stats.luck);
1164
1165 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1166 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1167 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1168 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1169
1170 if (op->slaying && op->type != FOOD)
1171 buf.printf ("(slay %s)", &op->slaying);
1172
1173 if (op->type == SKILL_TOOL && op->skill)
1174 buf.printf ("(%s)", &op->skill);
1175
1176 buf.add_abilities ("Attacks", op->attacktype);
1177 /* resistance on flesh is only visible for quetzals. If
1178 * non flesh, everyone can see its resistances
1179 */
1180 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1181 buf << describe_resistance (op, 0);
1182
1183 buf.add_paths ("Attuned", op->path_attuned);
1184 buf.add_paths ("Repelled", op->path_repelled);
1185 buf.add_paths ("Denied", op->path_denied);
1186 }
1187
1188 return buf;
1189 }
1190
1191 std::string
1192 object::describe_item (object *who)
1193 {
1194 return std::string (::describe_item (this, who));
1195 }
1196
1197 void
1198 examine (object *op, object *tmp)
1199 {
1200 std::string info = tmp->describe (op);
1201
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203 }
1204
1205 /*
1206 * inventory prints object's inventory. If inv==NULL then print player's
1207 * inventory.
1208 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1209 */
1210 const char *
1211 object::query_inventory (object *who, const char *indent)
1212 {
1213 static dynbuf_text buf; buf.clear ();
1214
1215 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ))
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220
1221 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1223 else
1224 buf.printf ("%s(empty)\n", indent);
1225
1226 return buf;
1227 }
1228
1229 /* Return true if the item is magical. A magical item is one that
1230 * increases/decreases any abilities, provides a resistance,
1231 * has a generic magical bonus, or is an artifact.
1232 * This function is used by detect_magic to determine if an item
1233 * should be marked as magical.
1234 */
1235 int
1236 is_magical (const object *op)
1237 {
1238 int i;
1239
1240 /* living creatures are considered non magical */
1241 if (QUERY_FLAG (op, FLAG_ALIVE))
1242 return 0;
1243
1244 /* This is a test for it being an artifact, as artifacts have titles */
1245 if (op->title != NULL)
1246 return 1;
1247
1248 /* Handle rings and amulets specially. If they change any of these
1249 * values, it means they are magical.
1250 */
1251 if ((op->type == AMULET || op->type == RING) &&
1252 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1253 return 1;
1254
1255 /* Check for stealty, speed, flying, or just plain magic in the boots */
1256 /* Presume any boots that hvae a move_type are special. */
1257 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1258 return 1;
1259
1260 /* Take care of amulet/shield that reflects spells/missiles */
1261 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1262 return 1;
1263
1264 /* Take care of helmet of xrays */
1265 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1266 return 1;
1267
1268 /* Potions & rods are always magical. Wands/staves are also magical,
1269 * assuming they still have any charges left.
1270 */
1271 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1272 return 1;
1273
1274 /* if something gives a protection, either positive or negative, its magical */
1275 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1276 * so this always works out fine.
1277 */
1278 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1279 if (op->resist[i])
1280 return 1;
1281
1282 /* Physical protection is expected on some item types, so they should
1283 * not be considered magical.
1284 */
1285 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1286 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1287 return 1;
1288
1289 /* power crystal, spellbooks, and scrolls are always magical. */
1290 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1291 return 1;
1292
1293 /* Check to see if it increases/decreases any stats */
1294 for (i = 0; i < NUM_STATS; i++)
1295 if (op->stats.stat (i))
1296 return 1;
1297
1298 /* If it doesn't fall into any of the above categories, must
1299 * be non magical.
1300 */
1301 return 0;
1302 }
1303
1304 /* need_identify returns true if the item should be identified. This
1305 * function really should not exist - by default, any item not identified
1306 * should need it.
1307 */
1308
1309 int
1310 need_identify (const object *op)
1311 {
1312 switch (op->type)
1313 {
1314 case RING:
1315 case WAND:
1316 case ROD:
1317 case HORN:
1318 case SCROLL:
1319 case SKILL:
1320 case SKILLSCROLL:
1321 case SPELLBOOK:
1322 case FOOD:
1323 case POTION:
1324 case BOW:
1325 case ARROW:
1326 case WEAPON:
1327 case ARMOUR:
1328 case SHIELD:
1329 case HELMET:
1330 case AMULET:
1331 case BOOTS:
1332 case GLOVES:
1333 case BRACERS:
1334 case GIRDLE:
1335 case CONTAINER:
1336 case DRINK:
1337 case FLESH:
1338 case INORGANIC:
1339 case CLOSE_CON:
1340 case CLOAK:
1341 case GEM:
1342 case POWER_CRYSTAL:
1343 case POISON:
1344 case BOOK:
1345 case SKILL_TOOL:
1346 return 1;
1347 }
1348
1349 /* Try to track down some stuff that may show up here. Thus, the
1350 * archetype file can be updated, and this function removed.
1351 */
1352 #if 0
1353 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1354 #endif
1355 return 0;
1356 }
1357
1358 /*
1359 * Supposed to fix face-values as well here, but later.
1360 */
1361 void
1362 identify (object *op)
1363 {
1364 SET_FLAG (op, FLAG_IDENTIFIED);
1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1367
1368 /*
1369 * We want autojoining of equal objects:
1370 */
1371 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1372 SET_FLAG (op, FLAG_KNOWN_CURSED);
1373
1374 if (op->type == POTION)
1375 {
1376 if (op->inv && op->randomitems)
1377 op->title = op->inv->name;
1378 else if (op->arch)
1379 {
1380 op->name = op->arch->object::name;
1381 op->name_pl = op->arch->object::name_pl;
1382 }
1383 }
1384
1385 /* If the object is on a map, make sure we update its face */
1386 if (op->map)
1387 update_object (op, UP_OBJ_CHANGE);
1388
1389 if (object *pl = op->visible_to ())
1390 /* A lot of the values can change from an update - might as well send
1391 * it all.
1392 */
1393 esrv_send_item (pl, op);
1394 }
1395