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/cvs/deliantra/server/common/item.C
Revision: 1.7
Committed: Thu Sep 21 00:05:24 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +12 -25 lines
Log Message:
further simplify and speed up map saving, fixed
- flag_player_sold was incorrectly saved as "player sold 1"
- flag_has_ready_range was not saved
- flag_is_dust is not in use anymore

not well tested

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <funcpoint.h>
26 #include <living.h>
27 #include <spells.h>
28
29 /* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused.
33 *
34 * The ordering in save_name, use_name, nonuse_name.
35 * save_name is the name used to load/save it from files. It should
36 * match that of the doc/Developers/objects. The only
37 * real limitation is that it shouldn't have spaces or other characters
38 * that may mess up the match code. It must also start with body_
39 * use_name is how we describe the location if we can use it.
40 * nonuse_name is how we describe it if we can't use it. I think
41 * the values below will make it pretty clear how those work out
42 * They are basically there to make life a little easier - if a character
43 * examines an item and it says it goes on 'your arm', its pretty clear
44 * they can use it. See the last sample (commented out) for a dragon
45 * Note that using the term 'human' may not be very accurate, humanoid
46 * may be better.
47 * Basically, for the use/nonuse, the code does something like:
48 * "This item goes %s\n", with the use/nonuse values filling in the %s
49 */
50 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"body_range", "in your range slot", "in a human's range slot"},
52 {"body_arm", "on your arm", "on a human's arm"},
53 {"body_torso", "on your body", "on a human's torso"},
54 {"body_head", "on your head", "on a human's head"},
55 {"body_neck", "around your neck", "around a humans neck"},
56 {"body_skill", "in your skill slot", "in a human's skill slot"},
57 {"body_finger", "on your finger", "on a human's finger"} ,
58 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
59 {"body_foot", "on your feet", "on a human's feet"},
60 {"body_hand", "on your hands", "on a human's hands"},
61 {"body_wrist", "around your wrists", "around a human's wrist"},
62 {"body_waist", "around your waist", "around a human's waist"},
63 /*{"body_dragon_torso", "your body", "a dragon's body"} */
64 };
65
66 static char numbers[21][20] = {
67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
68 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
69 "eighteen", "nineteen", "twenty"
70 };
71
72 static char numbers_10[10][20] = {
73 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
74 "eighty", "ninety"
75 };
76
77 static char levelnumbers[21][20] = {
78 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
79 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
80 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
81 "nineteen", "twentieth"
82 };
83
84 static char levelnumbers_10[11][20] = {
85 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
86 "seventieth", "eightieth", "ninetieth"
87 };
88
89 /* The following is a large table of item types, the fields are:
90 * item number, item name, item name (plural), and two numbers that are the skills
91 * used to identify them. Anytime a new item type is added or removed, this list
92 * should be altered to reflect that. The defines for the numerical values are in
93 * define.h
94 */
95 static const typedata item_types[] = {
96 {PLAYER, "player", "players", 0, 0},
97 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
98 {TREASURE, "treasure", "treasure", 0, 0},
99 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
110 {ALTAR, "altar", "altars", 0, 0},
111 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
112 {SPECIAL_KEY, "special key", "special keys", 0, 0},
113 {MAP, "map", "maps", 0, 0},
114 {DOOR, "door", "doors", 0, 0},
115 {KEY, "key", "keys", 0, 0},
116 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
117 {TRIGGER, "trigger", "triggers", 0, 0},
118 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
119 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
120 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
121 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
122 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
123 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
124 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
125 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
126 {MONEY, "money", "money", 0, 0},
127 {CLASS, "class", "classes", 0, 0},
128 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
132 {CREATOR, "creator", "creators", 0, 0},
133 {SKILL, "skill", "skills", 0, 0},
134 {EXPERIENCE, "experience", "experience", 0, 0},
135 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
136 {GOLEM, "golem", "golems", 0, 0},
137 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
138 {BLINDNESS, "blindness", "blindness", 0, 0},
139 {GOD, "god", "gods", 0, 0},
140 {DETECTOR, "detector", "detectors", 0, 0},
141 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
142 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
143 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
144 {MARKER, "marker", "markers", 0, 0},
145 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
146 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
147 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
148 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
149 {GEM, "gem", "gems", SK_JEWELER, 0},
150 {FIREWALL, "firewall", "firewalls", 0, 0},
151 {ANVIL, "anvil", "anvils", 0, 0},
152 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
153 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
154 {EXIT, "exit", "exits", 0, 0},
155 {ENCOUNTER, "encounter", "encounters", 0, 0},
156 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
157 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
158 {RING, "ring", "rings", SK_JEWELER, 0},
159 {FLOOR, "floor", "floors", 0, 0},
160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163 {LIGHTER, "lighter", "lighters", 0, 0},
164 {TRAP_PART, "trap part", "trap parts", 0, 0},
165 {WALL, "wall", "walls", 0, 0},
166 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168 {MONSTER, "monster", "monsters", 0, 0},
169 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
170 {LAMP, "lamp", "lamps", 0, 0},
171 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
172 {TOOL, "tool", "tools", 0, 0},
173 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
174 {BUILDFAC, "building facility", "building facilities", 0, 0},
175 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
176 {SPINNER, "spinner", "spinners", 0, 0},
177 {GATE, "gate", "gates", 0, 0},
178 {BUTTON, "button", "buttons", 0, 0},
179 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
180 {HOLE, "hole", "holes", 0, 0},
181 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
182 {SIGN, "sign", "signs", 0, 0},
183 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
184 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
185 {SPELL, "spell", "spells", 0, 0},
186 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
187 {CONVERTER, "converter", "converters", 0, 0},
188 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
189 {POISONING, "poisoning", "poisonings", 0, 0},
190 {SAVEBED, "savebed", "savebeds", 0, 0},
191 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
192 {FIREHOLES, "fireholes", "fireholes", 0, 0},
193 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
194 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
195 {DIRECTOR, "director", "directors", 0, 0},
196 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
197 {FORCE, "force", "forces", 0, 0},
198 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
199 {CLOSE_CON, "closed container", "closed container", 0, 0},
200 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
201 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
202 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
203 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
204 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
205 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
206 {MENU, "inventory list", "inventory lists", 0, 0},
207 {RUNE, "rune", "runes", 0, 0},
208 {TRAP, "trap", "traps", 0, 0},
209 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
210 {CORPSE, "corpse", "corpses", 0, 0},
211 {DISEASE, "disease", "diseases", 0, 0},
212 {SYMPTOM, "symptom", "symptoms", 0, 0},
213 {BUILDER, "item builder", "item builders", 0, 0},
214 {MATERIAL, "building material", "building materials", 0, 0},
215 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
216 };
217
218 const int item_types_size = sizeof (item_types) / sizeof (*item_types);
219
220 materialtype_t *materialt;
221
222 /*
223 materialtype material[NROFMATERIALS] = {
224 * P M F E C C A D W G P S P T F C D D C C G H B I *
225 * H A I L O O C R E H O L A U E A E E H O O O L N *
226 * Y G R E L N I A A O I O R R A N P A A U D L I T *
227 * S I E C D F D I P S S W A N R C L T O N Y N R *
228 * I C T U N O T O L E E H S T P D N *
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}},
239 {"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}},
240 {"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}},
241 {"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}}
242 };
243 */
244
245 /* This curve may be too steep. But the point is that there should
246 * be tough choices - there is no real point to this if everyone can
247 * wear whatever they want with no worries. Perhaps having the steep
248 * curve is good (maybe even steeper), but allowing players to
249 * have 2 * level instead. Ideally, top level characters should only be
250 * able to use 2-3 of the most powerful items.
251 * note that this table is only really used for program generated items -
252 * custom objects can use whatever they want.
253 */
254 static int enc_to_item_power[21] = {
255 0, 0, 1, 2, 3, 4, /* 5 */
256 5, 7, 9, 11, 13, /* 10 */
257 15, 18, 21, 24, 27, /* 15 */
258 30, 35, 40, 45, 50 /* 20 */
259 };
260
261 int
262 get_power_from_ench (int ench)
263 {
264 if (ench < 0)
265 ench = 0;
266 if (ench > 20)
267 ench = 20;
268 return enc_to_item_power[ench];
269 }
270
271 /* This takes an object 'op' and figures out what its item_power
272 * rating should be. This should only really be used by the treasure
273 * generation code, and when loading legacy objects. It returns
274 * the item_power it calculates.
275 * If flag is 1, we return the number of enchantment, and not the
276 * the power. This is used in the treasure code.
277 */
278 int
279 calc_item_power (const object *op, int flag)
280 {
281 int i, tmp, enc;
282
283 enc = 0;
284 for (i = 0; i < NUM_STATS; i++)
285 enc += get_attr_value (&op->stats, i);
286
287 /* This protection logic is pretty flawed. 20% fire resistance
288 * is much more valuable than 20% confusion, or 20% slow, or
289 * several others. Start at 1 - ignore physical - all that normal
290 * armour shouldn't be counted against
291 */
292 tmp = 0;
293 for (i = 1; i < NROFATTACKS; i++)
294 tmp += op->resist[i];
295
296 /* Add/substract 10 so that the rounding works out right */
297 if (tmp > 0)
298 enc += (tmp + 10) / 20;
299 else if (tmp < 0)
300 enc += (tmp - 10) / 20;
301
302 enc += op->magic;
303
304 /* For each attacktype a weapon has, one more encantment. Start at 1 -
305 * physical doesn't count against total.
306 */
307 if (op->type == WEAPON)
308 {
309 for (i = 1; i < NROFATTACKS; i++)
310 if (op->attacktype & (1 << i))
311 enc++;
312 if (op->slaying)
313 enc += 2; /* What it slays is probably more relevent */
314 }
315 /* Items the player can equip */
316 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
317 (op->type == SHIELD) || (op->type == RING) ||
318 (op->type == BOOTS) || (op->type == GLOVES) ||
319 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
320 {
321 enc += op->stats.food; /* sustenance */
322 enc += op->stats.hp; /* hp regen */
323 enc += op->stats.sp; /* mana regen */
324 enc += op->stats.grace; /* grace regen */
325 enc += op->stats.exp; /* speed bonus */
326 }
327 enc += op->stats.luck;
328
329 /* Do spell paths now */
330 for (i = 1; i < NRSPELLPATHS; i++)
331 {
332 if (op->path_attuned & (1 << i))
333 enc++;
334 else if (op->path_denied & (1 << i))
335 enc -= 2;
336 else if (op->path_repelled & (1 << i))
337 enc--;
338 }
339
340 if (QUERY_FLAG (op, FLAG_LIFESAVE))
341 enc += 5;
342 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
343 enc += 3;
344 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
345 enc += 2;
346 if (QUERY_FLAG (op, FLAG_STEALTH))
347 enc += 1;
348 if (QUERY_FLAG (op, FLAG_XRAYS))
349 enc += 2;
350 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
351 enc += 1;
352 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
353 enc += 1;
354
355 return get_power_from_ench (enc);
356
357 }
358
359 /* returns the typedata that has a number equal to itemtype, if there
360 * isn't one, returns NULL */
361
362 const typedata *
363 get_typedata (int itemtype)
364 {
365 int i;
366
367 for (i = 0; i < item_types_size; i++)
368 if (item_types[i].number == itemtype)
369 return &item_types[i];
370 return NULL;
371 }
372
373 /* returns the typedata that has a name equal to itemtype, if there
374 * isn't one, return the plural name that matches, if there still isn't
375 * one return NULL */
376
377 const typedata *
378 get_typedata_by_name (const char *name)
379 {
380 int i;
381
382 for (i = 0; i < item_types_size; i++)
383 if (!strcmp (item_types[i].name, name))
384 return &item_types[i];
385 for (i = 0; i < item_types_size; i++)
386 if (!strcmp (item_types[i].name_pl, name))
387 {
388 LOG (llevInfo,
389 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
390 return &item_types[i];
391 }
392 return NULL;
393 }
394
395 /* describe_resistance generates the visible naming for resistances.
396 * returns a static array of the description. This can return
397 * a big buffer.
398 * if newline is true, we don't put parens around the description
399 * but do put a newline at the end. Useful when dumping to files
400 */
401 char *
402 describe_resistance (const object *op, int newline)
403 {
404 static char buf[VERY_BIG_BUF];
405 char buf1[VERY_BIG_BUF];
406 int tmpvar;
407
408 buf[0] = 0;
409 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
410 {
411 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1))
412 {
413 if (!newline)
414 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
415 else
416 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
417
418 strcat (buf, buf1);
419 }
420 }
421 return buf;
422 }
423
424
425 /*
426 * query_weight(object) returns a character pointer to a static buffer
427 * containing the text-representation of the weight of the given object.
428 * The buffer will be overwritten by the next call to query_weight().
429 */
430
431 char *
432 query_weight (const object *op)
433 {
434 static char buf[10];
435 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
436
437 if (op->weight < 0)
438 return " ";
439 if (i % 1000)
440 sprintf (buf, "%6.1f", i / 1000.0);
441 else
442 sprintf (buf, "%4d ", i / 1000);
443 return buf;
444 }
445
446 /*
447 * Returns the pointer to a static buffer containing
448 * the number requested (of the form first, second, third...)
449 */
450
451 char *
452 get_levelnumber (int i)
453 {
454 static char buf[MAX_BUF];
455
456 if (i > 99)
457 {
458 sprintf (buf, "%d.", i);
459 return buf;
460 }
461 if (i < 21)
462 return levelnumbers[i];
463 if (!(i % 10))
464 return levelnumbers_10[i / 10];
465 strcpy (buf, numbers_10[i / 10]);
466 strcat (buf, levelnumbers[i % 10]);
467 return buf;
468 }
469
470
471 /*
472 * get_number(integer) returns the text-representation of the given number
473 * in a static buffer. The buffer might be overwritten at the next
474 * call to get_number().
475 * It is currently only used by the query_name() function.
476 */
477
478 char *
479 get_number (int i)
480 {
481 if (i <= 20)
482 return numbers[i];
483 else
484 {
485 static char buf[MAX_BUF];
486
487 sprintf (buf, "%d", i);
488 return buf;
489 }
490 }
491
492 /*
493 * Returns pointer to static buffer containing ring's or amulet's
494 * abilities
495 * These are taken from old query_name(), but it would work better
496 * if describle_item() would be called to get this information and
497 * caller would handle FULL_RING_DESCRIPTION definition.
498 * Or make FULL_RING_DESCRIPTION standard part of a game and let
499 * client handle names.
500 */
501
502 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
503 * from stats.sp - b.t.
504 */
505 char *
506 ring_desc (const object *op)
507 {
508 static char buf[VERY_BIG_BUF];
509 int attr, val, len;
510
511 buf[0] = 0;
512
513 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
514 return buf;
515
516 for (attr = 0; attr < NUM_STATS; attr++)
517 {
518 if ((val = get_attr_value (&(op->stats), attr)) != 0)
519 {
520 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
521 }
522 }
523 if (op->stats.exp)
524 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
525 if (op->stats.wc)
526 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
527 if (op->stats.dam)
528 sprintf (buf + strlen (buf), "(dam%+d)", op->stats.dam);
529 if (op->stats.ac)
530 sprintf (buf + strlen (buf), "(ac%+d)", op->stats.ac);
531
532 strcat (buf, describe_resistance (op, 0));
533
534 if (op->stats.food != 0)
535 sprintf (buf + strlen (buf), "(sustenance%+d)", op->stats.food);
536 /* else if (op->stats.food < 0)
537 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
538 if (op->stats.grace)
539 sprintf (buf + strlen (buf), "(grace%+d)", op->stats.grace);
540 if (op->stats.sp && op->type != SKILL)
541 sprintf (buf + strlen (buf), "(magic%+d)", op->stats.sp);
542 if (op->stats.hp)
543 sprintf (buf + strlen (buf), "(regeneration%+d)", op->stats.hp);
544 if (op->stats.luck)
545 sprintf (buf + strlen (buf), "(luck%+d)", op->stats.luck);
546 if (QUERY_FLAG (op, FLAG_LIFESAVE))
547 strcat (buf, "(lifesaving)");
548 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
549 strcat (buf, "(reflect spells)");
550 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
551 strcat (buf, "(reflect missiles)");
552 if (QUERY_FLAG (op, FLAG_STEALTH))
553 strcat (buf, "(stealth)");
554 /* Shorten some of the names, so they appear better in the windows */
555 len = strlen (buf);
556 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
557 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
558 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
559
560 /* if(op->item_power)
561 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
562 */
563 if (buf[0] == 0 && op->type != SKILL)
564 strcpy (buf, "of adornment");
565
566
567 return buf;
568 }
569
570 /*
571 * query_short_name(object) is similar to query_name, but doesn't
572 * contain any information about object status (worn/cursed/etc.)
573 */
574 const char *
575 query_short_name (const object *op)
576 {
577 static char buf[HUGE_BUF];
578 char buf2[HUGE_BUF];
579 int len = 0;
580
581 if (op->name == NULL)
582 return "(null)";
583
584 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
585 return op->name; /* To speed things up (or make things slower?) */
586
587 if (op->nrof <= 1)
588 safe_strcat (buf, op->name, &len, HUGE_BUF);
589 else
590 safe_strcat (buf, op->name_pl, &len, HUGE_BUF);
591
592 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
593 {
594 safe_strcat (buf, " ", &len, HUGE_BUF);
595 safe_strcat (buf, op->title, &len, HUGE_BUF);
596 }
597
598 switch (op->type)
599 {
600 case SPELLBOOK:
601 case SCROLL:
602 case WAND:
603 case ROD:
604 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
605 {
606 if (!op->title)
607 {
608 safe_strcat (buf, " of ", &len, HUGE_BUF);
609 if (op->inv)
610 safe_strcat (buf, op->inv->name, &len, HUGE_BUF);
611 else
612 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
613 }
614 if (op->type != SPELLBOOK)
615 {
616 sprintf (buf2, " (lvl %d)", op->level);
617 safe_strcat (buf, buf2, &len, HUGE_BUF);
618 }
619 }
620 break;
621
622 case SKILL:
623 case AMULET:
624 case RING:
625 if (!op->title)
626 {
627 /* If ring has a title, full description isn't so useful */
628 char *s = ring_desc (op);
629
630 if (s[0])
631 {
632 safe_strcat (buf, " ", &len, HUGE_BUF);
633 safe_strcat (buf, s, &len, HUGE_BUF);
634 }
635 }
636 break;
637 default:
638 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
639 {
640 sprintf (buf2, " %+d", op->magic);
641 safe_strcat (buf, buf2, &len, HUGE_BUF);
642 }
643 }
644 return buf;
645 }
646
647 /*
648 * query_name(object) returns a character pointer pointing to a static
649 * buffer which contains a verbose textual representation of the name
650 * of the given object.
651 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
652 * you can make several calls to query_name before the bufs start getting
653 * overwritten. This may be a bad thing (it may be easier to assume the value
654 * returned is good forever.) However, it makes printing statements that
655 * use several names much easier (don't need to store them to temp variables.)
656 *
657 */
658 char *
659 query_name (const object *op)
660 {
661 static char buf[5][HUGE_BUF];
662 static int use_buf = 0;
663 int len = 0;
664
665 #ifdef NEW_MATERIAL_CODE
666 materialtype_t *mt;
667 #endif
668
669 use_buf++;
670 use_buf %= 5;
671
672 #ifdef NEW_MATERIAL_CODE
673 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
674 {
675 mt = name_to_material (op->materialname);
676 if (mt)
677 {
678 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
679 safe_strcat (buf[use_buf], " ", &len, HUGE_BUF);
680 }
681 }
682 #endif
683
684 safe_strcat (buf[use_buf], query_short_name (op), &len, HUGE_BUF);
685
686 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
687 safe_strcat (buf[use_buf], " *", &len, HUGE_BUF);
688 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED))))
689 safe_strcat (buf[use_buf], " (open)", &len, HUGE_BUF);
690
691 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
692 {
693 if (QUERY_FLAG (op, FLAG_DAMNED))
694 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
695 else if (QUERY_FLAG (op, FLAG_CURSED))
696 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
697 }
698 /* Basically, if the object is known magical (detect magic spell on it),
699 * and it isn't identified, print out the fact that
700 * it is magical. Assume that the detect magical spell will only set
701 * KNOWN_MAGICAL if the item actually is magical.
702 *
703 * Changed in V 0.91.4 - still print that the object is magical even
704 * if it has been applied. Equipping an item does not tell full
705 * abilities, especially for artifact items.
706 */
707 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
708 safe_strcat (buf[use_buf], " (magic)", &len, HUGE_BUF);
709
710 #if 0
711 /* item_power will be returned in desribe_item - it shouldn't really
712 * be returned in the name.
713 */
714 if (op->item_power)
715 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
716
717 #endif
718
719 if (QUERY_FLAG (op, FLAG_APPLIED))
720 {
721 switch (op->type)
722 {
723 case BOW:
724 case WAND:
725 case ROD:
726 case HORN:
727 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
728 break;
729 case WEAPON:
730 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
731 break;
732 case ARMOUR:
733 case HELMET:
734 case SHIELD:
735 case RING:
736 case BOOTS:
737 case GLOVES:
738 case AMULET:
739 case GIRDLE:
740 case BRACERS:
741 case CLOAK:
742 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
743 break;
744 case CONTAINER:
745 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
746 break;
747 case SKILL:
748 default:
749 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
750 }
751 }
752 if (QUERY_FLAG (op, FLAG_UNPAID))
753 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
754
755 return buf[use_buf];
756 }
757
758 /*
759 * query_base_name(object) returns a character pointer pointing to a static
760 * buffer which contains a verbose textual representation of the name
761 * of the given object. The buffer will be overwritten at the next
762 * call to query_base_name(). This is a lot like query_name, but we
763 * don't include the item count or item status. Used for inventory sorting
764 * and sending to client.
765 * If plural is set, we generate the plural name of this.
766 */
767 const char *
768 query_base_name (const object *op, int plural)
769 {
770 static char buf[MAX_BUF], buf2[MAX_BUF];
771 int len;
772 materialtype_t *mt;
773
774 if ((!plural && !op->name) || (plural && !op->name_pl))
775 return "(null)";
776
777 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
778 return op->name; /* To speed things up (or make things slower?) */
779
780 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname)
781 mt = name_to_material (op->materialname);
782
783 #ifdef NEW_MATERIAL_CODE
784 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt &&
785 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
786 {
787 strcpy (buf, mt->description);
788 len = strlen (buf);
789 safe_strcat (buf, " ", &len, MAX_BUF);
790 if (!plural)
791 safe_strcat (buf, op->name, &len, MAX_BUF);
792 else
793 safe_strcat (buf, op->name_pl, &len, MAX_BUF);
794 }
795 else
796 {
797 #endif
798 if (!plural)
799 strcpy (buf, op->name);
800 else
801 strcpy (buf, op->name_pl);
802 len = strlen (buf);
803 #ifdef NEW_MATERIAL_CODE
804 }
805 #endif
806
807 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
808 {
809 safe_strcat (buf, " ", &len, MAX_BUF);
810 safe_strcat (buf, op->title, &len, MAX_BUF);
811 }
812
813 switch (op->type)
814 {
815 case SPELLBOOK:
816 case SCROLL:
817 case WAND:
818 case ROD:
819 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
820 {
821 if (!op->title)
822 {
823 safe_strcat (buf, " of ", &len, MAX_BUF);
824 if (op->inv)
825 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
826 else
827 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
828 }
829 if (op->type != SPELLBOOK)
830 {
831 sprintf (buf2, " (lvl %d)", op->level);
832 safe_strcat (buf, buf2, &len, MAX_BUF);
833 }
834 }
835 break;
836
837
838 case SKILL:
839 case AMULET:
840 case RING:
841 if (!op->title)
842 {
843 /* If ring has a title, full description isn't so useful */
844 char *s = ring_desc (op);
845
846 if (s[0])
847 {
848 safe_strcat (buf, " ", &len, MAX_BUF);
849 safe_strcat (buf, s, &len, MAX_BUF);
850 }
851 }
852 break;
853 default:
854 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
855 {
856 sprintf (buf + strlen (buf), " %+d", op->magic);
857 }
858 }
859 return buf;
860 }
861
862 /* Break this off from describe_item - that function was way
863 * too long, making it difficult to read. This function deals
864 * with describing the monsters & players abilities. It should only
865 * be called with monster & player objects. Returns a description
866 * in a static buffer.
867 */
868
869 static char *
870 describe_monster (const object *op)
871 {
872 char buf[MAX_BUF];
873 static char retbuf[VERY_BIG_BUF];
874 int i;
875
876 retbuf[0] = '\0';
877
878 /* Note that the resolution this provides for players really isn't
879 * very good. Any player with a speed greater than .67 will
880 * fall into the 'lightning fast movement' category.
881 */
882 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
883 {
884 switch ((int) ((FABS (op->speed)) * 15))
885 {
886 case 0:
887 strcat (retbuf, "(very slow movement)");
888 break;
889 case 1:
890 strcat (retbuf, "(slow movement)");
891 break;
892 case 2:
893 strcat (retbuf, "(normal movement)");
894 break;
895 case 3:
896 case 4:
897 strcat (retbuf, "(fast movement)");
898 break;
899 case 5:
900 case 6:
901 strcat (retbuf, "(very fast movement)");
902 break;
903 case 7:
904 case 8:
905 case 9:
906 case 10:
907 strcat (retbuf, "(extremely fast movement)");
908 break;
909 default:
910 strcat (retbuf, "(lightning fast movement)");
911 break;
912 }
913 }
914 if (QUERY_FLAG (op, FLAG_UNDEAD))
915 strcat (retbuf, "(undead)");
916 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE))
917 strcat (retbuf, "(see invisible)");
918 if (QUERY_FLAG (op, FLAG_USE_WEAPON))
919 strcat (retbuf, "(wield weapon)");
920 if (QUERY_FLAG (op, FLAG_USE_BOW))
921 strcat (retbuf, "(archer)");
922 if (QUERY_FLAG (op, FLAG_USE_ARMOUR))
923 strcat (retbuf, "(wear armour)");
924 if (QUERY_FLAG (op, FLAG_USE_RING))
925 strcat (retbuf, "(wear ring)");
926 if (QUERY_FLAG (op, FLAG_USE_SCROLL))
927 strcat (retbuf, "(read scroll)");
928 if (QUERY_FLAG (op, FLAG_USE_RANGE))
929 strcat (retbuf, "(fires wand/rod/horn)");
930 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL))
931 strcat (retbuf, "(skill user)");
932 if (QUERY_FLAG (op, FLAG_CAST_SPELL))
933 strcat (retbuf, "(spellcaster)");
934 if (QUERY_FLAG (op, FLAG_FRIENDLY))
935 strcat (retbuf, "(friendly)");
936 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE))
937 strcat (retbuf, "(unaggressive)");
938 if (QUERY_FLAG (op, FLAG_HITBACK))
939 strcat (retbuf, "(hitback)");
940 if (QUERY_FLAG (op, FLAG_STEALTH))
941 strcat (retbuf, "(stealthy)");
942 if (op->randomitems != NULL)
943 {
944 treasure *t;
945 int first = 1;
946
947 for (t = op->randomitems->items; t != NULL; t = t->next)
948 if (t->item && (t->item->clone.type == SPELL))
949 {
950 if (first)
951 {
952 first = 0;
953 strcat (retbuf, "(Spell abilities:)");
954 }
955 strcat (retbuf, "(");
956 strcat (retbuf, t->item->clone.name);
957 strcat (retbuf, ")");
958 }
959 }
960 if (op->type == PLAYER)
961 {
962 if (op->contr->digestion)
963 {
964 if (op->contr->digestion != 0)
965 sprintf (buf, "(sustenance%+d)", op->contr->digestion);
966 strcat (retbuf, buf);
967 }
968 if (op->contr->gen_grace)
969 {
970 sprintf (buf, "(grace%+d)", op->contr->gen_grace);
971 strcat (retbuf, buf);
972 }
973 if (op->contr->gen_sp)
974 {
975 sprintf (buf, "(magic%+d)", op->contr->gen_sp);
976 strcat (retbuf, buf);
977 }
978 if (op->contr->gen_hp)
979 {
980 sprintf (buf, "(regeneration%+d)", op->contr->gen_hp);
981 strcat (retbuf, buf);
982 }
983 if (op->stats.luck)
984 {
985 sprintf (buf, "(luck%+d)", op->stats.luck);
986 strcat (retbuf, buf);
987 }
988 }
989
990 /* describe attacktypes */
991 if (is_dragon_pl (op))
992 {
993 /* for dragon players display the attacktypes from clawing skill
994 * Break apart the for loop - move the comparison checking down -
995 * this makes it more readable.
996 */
997 object *tmp;
998
999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1000 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
1001 break;
1002
1003 if (tmp && tmp->attacktype != 0)
1004 {
1005 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws");
1006 }
1007 else
1008 {
1009 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1010 }
1011 }
1012 else
1013 {
1014 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1015 }
1016 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1017 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1018 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1019 for (i = 0; i < NROFATTACKS; i++)
1020 {
1021 if (op->resist[i])
1022 {
1023 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1024 strcat (retbuf, buf);
1025 }
1026 }
1027 return retbuf;
1028 }
1029
1030
1031 /*
1032 * Returns a pointer to a static buffer which contains a
1033 * description of the given object.
1034 * If it is a monster, lots of information about its abilities
1035 * will be returned.
1036 * If it is an item, lots of information about which abilities
1037 * will be gained about its user will be returned.
1038 * If it is a player, it writes out the current abilities
1039 * of the player, which is usually gained by the items applied.
1040 * It would be really handy to actually pass another object
1041 * pointer on who is examining this object. Then, you could reveal
1042 * certain information depending on what the examiner knows, eg,
1043 * wouldn't need to use the SEE_INVISIBLE flag to know it is
1044 * a dragon player examining food. Could have things like
1045 * a dwarven axe, in which the full abilities are only known to
1046 * dwarves, etc.
1047 *
1048 * This function is really much more complicated than it should
1049 * be, because different objects have different meanings
1050 * for the same field (eg, wands use 'food' for charges). This
1051 * means these special cases need to be worked out.
1052 *
1053 * Add 'owner' who is the person examining this object.
1054 * owner can be null if no one is being associated with this
1055 * item (eg, debug dump or the like)
1056 */
1057
1058 char *
1059 describe_item (const object *op, object *owner)
1060 {
1061 char buf[MAX_BUF];
1062 static char retbuf[VERY_BIG_BUF];
1063 int identified, i;
1064
1065 retbuf[0] = '\0';
1066 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
1067 {
1068 return describe_monster (op);
1069 }
1070 /* figure this out once, instead of making multiple calls to need_identify.
1071 * also makes the code easier to read.
1072 */
1073 if (!need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED))
1074 identified = 1;
1075 else
1076 {
1077 strcpy (retbuf, "(unidentified)");
1078 identified = 0;
1079 }
1080 switch (op->type)
1081 {
1082 case BOW:
1083 case ARROW:
1084 case WAND:
1085 case ROD:
1086 case HORN:
1087 case WEAPON:
1088 case ARMOUR:
1089 case HELMET:
1090 case SHIELD:
1091 case BOOTS:
1092 case GLOVES:
1093 case GIRDLE:
1094 case BRACERS:
1095 case CLOAK:
1096 case SKILL_TOOL:
1097 break; /* We have more information to do below this switch */
1098
1099 case POWER_CRYSTAL:
1100 if (op->stats.maxsp > 1000)
1101 { /*higher capacity crystals */
1102 i = (op->stats.maxsp % 100) / 10;
1103 if (i)
1104 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i);
1105 else
1106 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100);
1107 }
1108 else
1109 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1110 strcat (retbuf, buf);
1111 i = (op->stats.sp * 10) / op->stats.maxsp;
1112 if (op->stats.sp == 0)
1113 strcat (retbuf, "empty.");
1114 else if (i == 0)
1115 strcat (retbuf, "almost empty.");
1116 else if (i < 3)
1117 strcat (retbuf, "partially filled.");
1118 else if (i < 6)
1119 strcat (retbuf, "half full.");
1120 else if (i < 9)
1121 strcat (retbuf, "well charged.");
1122 else if (op->stats.sp == op->stats.maxsp)
1123 strcat (retbuf, "fully charged.");
1124 else
1125 strcat (retbuf, "almost full.");
1126 break;
1127 case FOOD:
1128 case FLESH:
1129 case DRINK:
1130 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1131 {
1132 sprintf (buf, "(food+%d)", op->stats.food);
1133 strcat (retbuf, buf);
1134
1135 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1136 {
1137 sprintf (buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1138 strcat (retbuf, buf);
1139 }
1140
1141 if (!QUERY_FLAG (op, FLAG_CURSED))
1142 {
1143 if (op->stats.hp)
1144 strcat (retbuf, "(heals)");
1145 if (op->stats.sp)
1146 strcat (retbuf, "(spellpoint regen)");
1147 }
1148 else
1149 {
1150 if (op->stats.hp)
1151 strcat (retbuf, "(damages)");
1152 if (op->stats.sp)
1153 strcat (retbuf, "(spellpoint depletion)");
1154 }
1155 }
1156 break;
1157
1158
1159 case SKILL:
1160 case RING:
1161 case AMULET:
1162 if (op->item_power)
1163 {
1164 sprintf (buf, "(item_power %+d)", op->item_power);
1165 strcat (retbuf, buf);
1166 }
1167 if (op->title)
1168 strcat (retbuf, ring_desc (op));
1169 return retbuf;
1170
1171 default:
1172 return retbuf;
1173 }
1174
1175 /* Down here, we more further describe equipment type items.
1176 * only describe them if they have been identified or the like.
1177 */
1178 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1179 {
1180 int attr, val;
1181
1182 for (attr = 0; attr < NUM_STATS; attr++)
1183 {
1184 if ((val = get_attr_value (&(op->stats), attr)) != 0)
1185 {
1186 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1187 strcat (retbuf, buf);
1188 }
1189 }
1190
1191 if (op->stats.exp)
1192 {
1193 sprintf (buf, "(speed %+lld)", (long long) op->stats.exp);
1194 strcat (retbuf, buf);
1195 }
1196
1197
1198 switch (op->type)
1199 {
1200 case BOW:
1201 case ARROW:
1202 case GIRDLE:
1203 case HELMET:
1204 case SHIELD:
1205 case BOOTS:
1206 case GLOVES:
1207 case WEAPON:
1208 case SKILL:
1209 case RING:
1210 case AMULET:
1211 case ARMOUR:
1212 case BRACERS:
1213 case FORCE:
1214 case CLOAK:
1215 if (op->stats.wc)
1216 {
1217 sprintf (buf, "(wc%+d)", op->stats.wc);
1218 strcat (retbuf, buf);
1219 }
1220 if (op->stats.dam)
1221 {
1222 sprintf (buf, "(dam%+d)", op->stats.dam);
1223 strcat (retbuf, buf);
1224 }
1225 if (op->stats.ac)
1226 {
1227 sprintf (buf, "(ac%+d)", op->stats.ac);
1228 strcat (retbuf, buf);
1229 }
1230 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1231 {
1232 sprintf (buf, "(improved %d/%d)", op->last_eat, op->level);
1233 strcat (retbuf, buf);
1234 }
1235 break;
1236
1237 default:
1238 break;
1239 }
1240 if (QUERY_FLAG (op, FLAG_XRAYS))
1241 strcat (retbuf, "(xray-vision)");
1242 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
1243 strcat (retbuf, "(infravision)");
1244
1245 /* levitate was what is was before, so we'll keep it */
1246 if (op->move_type & MOVE_FLY_LOW)
1247 strcat (retbuf, "(levitate)");
1248
1249 if (op->move_type & MOVE_FLY_HIGH)
1250 strcat (retbuf, "(fly)");
1251
1252 if (op->move_type & MOVE_SWIM)
1253 strcat (retbuf, "(swim)");
1254
1255 /* walking is presumed as 'normal', so doesn't need mentioning */
1256
1257 if (op->item_power)
1258 {
1259 sprintf (buf, "(item_power %+d)", op->item_power);
1260 strcat (retbuf, buf);
1261 }
1262 } /* End if identified or applied */
1263
1264 /* This blocks only deals with fully identified object.
1265 * it is intentional that this is not an 'else' from a above -
1266 * in this way, information is added.
1267 */
1268 if (identified)
1269 {
1270 int more_info = 0;
1271
1272 switch (op->type)
1273 {
1274 case ROD: /* These use stats.sp for spell selection and stats.food */
1275 case HORN: /* and stats.hp for spell-point regeneration... */
1276 case BOW:
1277 case ARROW:
1278 case WAND:
1279 case FOOD:
1280 case FLESH:
1281 case DRINK:
1282 more_info = 0;
1283 break;
1284
1285 /* Armor type objects */
1286 case ARMOUR:
1287 case HELMET:
1288 case SHIELD:
1289 case BOOTS:
1290 case GLOVES:
1291 case GIRDLE:
1292 case BRACERS:
1293 case CLOAK:
1294 if (ARMOUR_SPEED (op))
1295 {
1296 sprintf (buf, "(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1297 strcat (retbuf, buf);
1298 }
1299 if (ARMOUR_SPELLS (op))
1300 {
1301 sprintf (buf, "(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1302 strcat (retbuf, buf);
1303 }
1304 more_info = 1;
1305 break;
1306
1307 case WEAPON:
1308 /* Calculate it the same way fix_player does so the results
1309 * make sense.
1310 */
1311 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1312 if (i < 0)
1313 i = 0;
1314
1315 sprintf (buf, "(weapon speed %d)", i);
1316 strcat (retbuf, buf);
1317 more_info = 1;
1318 break;
1319
1320 }
1321 if (more_info)
1322 {
1323 if (op->stats.food)
1324 {
1325 if (op->stats.food != 0)
1326 sprintf (buf, "(sustenance%+d)", op->stats.food);
1327 strcat (retbuf, buf);
1328 }
1329 if (op->stats.grace)
1330 {
1331 sprintf (buf, "(grace%+d)", op->stats.grace);
1332 strcat (retbuf, buf);
1333 }
1334 if (op->stats.sp)
1335 {
1336 sprintf (buf, "(magic%+d)", op->stats.sp);
1337 strcat (retbuf, buf);
1338 }
1339 if (op->stats.hp)
1340 {
1341 sprintf (buf, "(regeneration%+d)", op->stats.hp);
1342 strcat (retbuf, buf);
1343 }
1344 }
1345
1346 if (op->stats.luck)
1347 {
1348 sprintf (buf, "(luck%+d)", op->stats.luck);
1349 strcat (retbuf, buf);
1350 }
1351 if (QUERY_FLAG (op, FLAG_LIFESAVE))
1352 strcat (retbuf, "(lifesaving)");
1353 if (QUERY_FLAG (op, FLAG_REFL_SPELL))
1354 strcat (retbuf, "(reflect spells)");
1355 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
1356 strcat (retbuf, "(reflect missiles)");
1357 if (QUERY_FLAG (op, FLAG_STEALTH))
1358 strcat (retbuf, "(stealth)");
1359 if (op->slaying != NULL && op->type != FOOD)
1360 {
1361 sprintf (buf, "(slay %s)", &op->slaying);
1362 strcat (retbuf, buf);
1363 }
1364 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks");
1365 /* resistance on flesh is only visible for quetzals. If
1366 * non flesh, everyone can see its resistances
1367 */
1368 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1369 strcat (retbuf, describe_resistance (op, 0));
1370 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1371 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1372 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1373 }
1374
1375 return retbuf;
1376 }
1377
1378 /* Return true if the item is magical. A magical item is one that
1379 * increases/decreases any abilities, provides a resistance,
1380 * has a generic magical bonus, or is an artifact.
1381 * This function is used by detect_magic to determine if an item
1382 * should be marked as magical.
1383 */
1384
1385 int
1386 is_magical (const object *op)
1387 {
1388 int i;
1389
1390 /* living creatures are considered non magical */
1391 if (QUERY_FLAG (op, FLAG_ALIVE))
1392 return 0;
1393
1394 /* This is a test for it being an artifact, as artifacts have titles */
1395 if (op->title != NULL)
1396 return 1;
1397
1398 /* Handle rings and amulets specially. If they change any of these
1399 * values, it means they are magical.
1400 */
1401 if ((op->type == AMULET || op->type == RING) &&
1402 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1403 return 1;
1404
1405 /* Check for stealty, speed, flying, or just plain magic in the boots */
1406 /* Presume any boots that hvae a move_type are special. */
1407 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1408 return 1;
1409
1410 /* Take care of amulet/shield that reflects spells/missiles */
1411 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1412 return 1;
1413
1414 /* Take care of helmet of xrays */
1415 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1416 return 1;
1417
1418 /* Potions & rods are always magical. Wands/staves are also magical,
1419 * assuming they still have any charges left.
1420 */
1421 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1422 return 1;
1423
1424 /* if something gives a protection, either positive or negative, its magical */
1425 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1426 * so this always works out fine.
1427 */
1428 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1429 if (op->resist[i])
1430 return 1;
1431
1432 /* Physical protection is expected on some item types, so they should
1433 * not be considered magical.
1434 */
1435 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1436 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1437 return 1;
1438
1439 /* power crystal, spellbooks, and scrolls are always magical. */
1440 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1441 return 1;
1442
1443 /* Check to see if it increases/decreases any stats */
1444 for (i = 0; i < NUM_STATS; i++)
1445 if (get_attr_value (&(op->stats), i) != 0)
1446 return 1;
1447
1448 /* If it doesn't fall into any of the above categories, must
1449 * be non magical.
1450 */
1451 return 0;
1452 }
1453
1454 /* need_identify returns true if the item should be identified. This
1455 * function really should not exist - by default, any item not identified
1456 * should need it.
1457 */
1458
1459 int
1460 need_identify (const object *op)
1461 {
1462 switch (op->type)
1463 {
1464 case RING:
1465 case WAND:
1466 case ROD:
1467 case HORN:
1468 case SCROLL:
1469 case SKILL:
1470 case SKILLSCROLL:
1471 case SPELLBOOK:
1472 case FOOD:
1473 case POTION:
1474 case BOW:
1475 case ARROW:
1476 case WEAPON:
1477 case ARMOUR:
1478 case SHIELD:
1479 case HELMET:
1480 case AMULET:
1481 case BOOTS:
1482 case GLOVES:
1483 case BRACERS:
1484 case GIRDLE:
1485 case CONTAINER:
1486 case DRINK:
1487 case FLESH:
1488 case INORGANIC:
1489 case CLOSE_CON:
1490 case CLOAK:
1491 case GEM:
1492 case POWER_CRYSTAL:
1493 case POISON:
1494 case BOOK:
1495 case SKILL_TOOL:
1496 return 1;
1497 }
1498 /* Try to track down some stuff that may show up here. Thus, the
1499 * archetype file can be updated, and this function removed.
1500 */
1501 #if 0
1502 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1503 #endif
1504 return 0;
1505 }
1506
1507
1508 /*
1509 * Supposed to fix face-values as well here, but later.
1510 */
1511
1512 void
1513 identify (object *op)
1514 {
1515 object *pl;
1516
1517 SET_FLAG (op, FLAG_IDENTIFIED);
1518 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1519 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1520
1521 /*
1522 * We want autojoining of equal objects:
1523 */
1524 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1525 SET_FLAG (op, FLAG_KNOWN_CURSED);
1526
1527 if (op->type == POTION)
1528 {
1529 if (op->inv && op->randomitems)
1530 op->title = op->inv->name;
1531 else if (op->arch)
1532 {
1533 op->name = op->arch->clone.name;
1534 op->name_pl = op->arch->clone.name_pl;
1535 }
1536 }
1537
1538 /* If the object is on a map, make sure we update its face */
1539 if (op->map)
1540 update_object (op, UP_OBJ_FACE);
1541 else
1542 {
1543 pl = is_player_inv (op->env);
1544 if (pl)
1545 /* A lot of the values can change from an update - might as well send
1546 * it all.
1547 */
1548 esrv_send_item (pl, op);
1549 }
1550 }