ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
Revision: 1.71
Committed: Wed Mar 24 17:23:43 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.70: +4 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <living.h>
27 #include <spells.h>
28
29 const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30
31 /* the ordering of this is actually doesn't make a difference
32 * However, for ease of use, new entries should go at the end
33 * so those people that debug the code that get used to something
34 * being in the location 4 don't get confused.
35 *
36 * The ordering in save_name, use_name, nonuse_name.
37 * save_name is the name used to load/save it from files. It should
38 * match that of the doc/Developers/objects. The only
39 * real limitation is that it shouldn't have spaces or other characters
40 * that may mess up the match code. It must also start with body_
41 * use_name is how we describe the location if we can use it.
42 * nonuse_name is how we describe it if we can't use it. I think
43 * the values below will make it pretty clear how those work out
44 * They are basically there to make life a little easier - if a character
45 * examines an item and it says it goes on 'your arm', its pretty clear
46 * they can use it. See the last sample (commented out) for a dragon
47 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better.
49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */
52 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
57 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
58 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
59 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
60 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
61 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
62 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67 /*{"body_dragon_torso", "your body", "a dragon's body"} */
68 };
69
70 static char numbers_10[10][20] = {
71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
72 "eighty", "ninety"
73 };
74
75 static char levelnumbers[21][20] = {
76 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
77 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
78 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
79 "nineteen", "twentieth"
80 };
81
82 static char levelnumbers_10[11][20] = {
83 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
84 "seventieth", "eightieth", "ninetieth"
85 };
86
87 /* The following is a large table of item types, the fields are:
88 * item number, item name, item name (plural), and two numbers that are the skills
89 * used to identify them. Anytime a new item type is added or removed, this list
90 * should be altered to reflect that. The defines for the numerical values are in
91 * define.h
92 */
93 static const typedata item_types[] = {
94 {PLAYER, "player", "players", 0, 0},
95 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
96 {TREASURE, "treasure", "treasure", 0, 0},
97 {POTION, "potion", "potions", SK_ALCHEMY, 0},
98 {FOOD, "food", "food", SK_WOODSMAN, 0},
99 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
100 {BOOK, "book", "books", SK_LITERACY, 0},
101 {CLOCK, "clock", "clocks", 0, 0},
102 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
103 {BOW, "bow", "bows", SK_BOWYER, 0},
104 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
105 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
106 {PEDESTAL, "pedestal", "pedestals", 0, 0},
107 {ALTAR, "altar", "altars", 0, 0},
108 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
109 {SPECIAL_KEY, "special key", "special keys", 0, 0},
110 {MAP, "map", "maps", 0, 0},
111 {DOOR, "door", "doors", 0, 0},
112 {KEY, "key", "keys", 0, 0},
113 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
114 {TRIGGER, "trigger", "triggers", 0, 0},
115 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
116 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
117 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
118 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
119 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
120 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
121 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
122 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
123 {MONEY, "money", "money", 0, 0},
124 {CLASS, "class", "classes", 0, 0},
125 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
126 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
127 {PLAYERMOVER, "player mover", "player movers", 0, 0},
128 {TELEPORTER, "teleporter", "teleporters", 0, 0},
129 {CREATOR, "creator", "creators", 0, 0},
130 {SKILL, "skill", "skills", 0, 0},
131 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
132 {GOLEM, "golem", "golems", 0, 0},
133 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
134 {BLINDNESS, "blindness", "blindness", 0, 0},
135 {GOD, "god", "gods", 0, 0},
136 {DETECTOR, "detector", "detectors", 0, 0},
137 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
138 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
139 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
140 {MARKER, "marker", "markers", 0, 0},
141 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
142 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
143 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
144 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
145 {GEM, "gem", "gems", SK_JEWELER, 0},
146 {FIREWALL, "firewall", "firewalls", 0, 0},
147 {ANVIL, "anvil", "anvils", 0, 0},
148 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
149 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
150 {EXIT, "exit", "exits", 0, 0},
151 {ENCOUNTER, "encounter", "encounters", 0, 0},
152 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
153 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
154 {RING, "ring", "rings", SK_JEWELER, 0},
155 {FLOOR, "floor", "floors", 0, 0},
156 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
157 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
158 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
159 {LIGHTER, "lighter", "lighters", 0, 0},
160 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
161 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
162 {LAMP, "lamp", "lamps", 0, 0},
163 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
166 {SPINNER, "spinner", "spinners", 0, 0},
167 {GATE, "gate", "gates", 0, 0},
168 {BUTTON, "button", "buttons", 0, 0},
169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
170 {HOLE, "hole", "holes", 0, 0},
171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
172 {SIGN, "sign", "signs", 0, 0},
173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
175 {SPELL, "spell", "spells", 0, 0},
176 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
177 {CONVERTER, "converter", "converters", 0, 0},
178 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
179 {POISONING, "poisoning", "poisonings", 0, 0},
180 {SAVEBED, "savebed", "savebeds", 0, 0},
181 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
182 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
183 {DIRECTOR, "director", "directors", 0, 0},
184 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
185 {FORCE, "force", "forces", 0, 0},
186 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
187 {CLOSE_CON, "closed container", "closed container", 0, 0},
188 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
189 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
190 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
191 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
192 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
193 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
194 {MENU, "inventory list", "inventory lists", 0, 0},
195 {RUNE, "rune", "runes", 0, 0},
196 {TRAP, "trap", "traps", 0, 0},
197 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
198 {CORPSE, "corpse", "corpses", 0, 0},
199 {DISEASE, "disease", "diseases", 0, 0},
200 {SYMPTOM, "symptom", "symptoms", 0, 0},
201 {BUILDER, "item builder", "item builders", 0, 0},
202 {MATERIAL, "building material", "building materials", 0, 0},
203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
204 };
205
206 static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
207
208 /* This curve may be too steep. But the point is that there should
209 * be tough choices - there is no real point to this if everyone can
210 * wear whatever they want with no worries. Perhaps having the steep
211 * curve is good (maybe even steeper), but allowing players to
212 * have 2 * level instead. Ideally, top level characters should only be
213 * able to use 2-3 of the most powerful items.
214 * note that this table is only really used for program generated items -
215 * custom objects can use whatever they want.
216 */
217 static int enc_to_item_power[21] = {
218 0, 0, 1, 2, 3, 4, /* 5 */
219 5, 7, 9, 11, 13, /* 10 */
220 15, 18, 21, 24, 27, /* 15 */
221 30, 35, 40, 45, 50 /* 20 */
222 };
223
224 int
225 get_power_from_ench (int ench)
226 {
227 return enc_to_item_power [clamp (ench, 0, 20)];
228 }
229
230 /* This takes an object 'op' and figures out what its item_power
231 * rating should be. This should only really be used by the treasure
232 * generation code, and when loading legacy objects. It returns
233 * the item_power it calculates.
234 * If flag is 1, we return the number of enchantment, and not the
235 * the power. This is used in the treasure code.
236 */
237 int
238 calc_item_power (const object *op, int flag)
239 {
240 int i, tmp, enc;
241
242 enc = 0;
243 for (i = 0; i < NUM_STATS; i++)
244 enc += op->stats.stat (i);
245
246 /* This protection logic is pretty flawed. 20% fire resistance
247 * is much more valuable than 20% confusion, or 20% slow, or
248 * several others. Start at 1 - ignore physical - all that normal
249 * armour shouldn't be counted against
250 */
251 tmp = 0;
252 for (i = 1; i < NROFATTACKS; i++)
253 tmp += op->resist[i];
254
255 /* Add/substract 10 so that the rounding works out right */
256 if (tmp > 0)
257 enc += (tmp + 10) / 20;
258 else if (tmp < 0)
259 enc += (tmp - 10) / 20;
260
261 enc += op->magic;
262
263 /* For each attacktype a weapon has, one more encantment. Start at 1 -
264 * physical doesn't count against total.
265 */
266 if (op->type == WEAPON)
267 {
268 for (i = 1; i < NROFATTACKS; i++)
269 if (op->attacktype & (1 << i))
270 enc++;
271
272 if (op->slaying)
273 enc += 2; /* What it slays is probably more relevent */
274 }
275
276 /* Items the player can equip */
277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
278 (op->type == SHIELD) || (op->type == RING) ||
279 (op->type == BOOTS) || (op->type == GLOVES) ||
280 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
281 {
282 enc += op->stats.food; /* sustenance */
283 enc += op->stats.hp; /* hp regen */
284 enc += op->stats.sp; /* mana regen */
285 enc += op->stats.grace; /* grace regen */
286 enc += op->stats.exp; /* speed bonus */
287 }
288
289 enc += op->stats.luck;
290
291 /* Do spell paths now */
292 for (i = 1; i < NRSPELLPATHS; i++)
293 if (op->path_attuned & (1 << i))
294 enc++;
295 else if (op->path_denied & (1 << i))
296 enc -= 2;
297 else if (op->path_repelled & (1 << i))
298 enc--;
299
300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
303 if (op->flag [FLAG_XRAYS ]) enc += 2;
304 if (op->flag [FLAG_STEALTH ]) enc += 1;
305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
307
308 return get_power_from_ench (enc);
309 }
310
311 /* returns the typedata that has a number equal to itemtype, if there
312 * isn't one, returns NULL */
313 const typedata *
314 get_typedata (int itemtype)
315 {
316 for (int i = 0; i < item_types_size; i++)
317 if (item_types[i].number == itemtype)
318 return &item_types[i];
319
320 return NULL;
321 }
322
323 /* returns the typedata that has a name equal to itemtype, if there
324 * isn't one, return the plural name that matches, if there still isn't
325 * one return NULL */
326 const typedata *
327 get_typedata_by_name (const char *name)
328 {
329 for (int i = 0; i < item_types_size; i++)
330 if (!strcmp (item_types[i].name, name))
331 return &item_types[i];
332
333 for (int i = 0; i < item_types_size; i++)
334 if (!strcmp (item_types[i].name_pl, name))
335 {
336 LOG (llevInfo,
337 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
338 return &item_types[i];
339 }
340
341 return 0;
342 }
343
344 /* describe_resistance generates the visible naming for resistances.
345 * returns a static array of the description. This can return
346 * a big buffer.
347 * if newline is true, we don't put parens around the description
348 * but do put a newline at the end. Useful when dumping to files
349 */
350 const char *
351 describe_resistance (const object *op, int newline)
352 {
353 static dynbuf_text buf; buf.clear ();
354
355 for (int i = 0; i < NROFATTACKS; i++)
356 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
358
359 return buf;
360 }
361
362 /*
363 * query_weight(object) returns a character pointer to a static buffer
364 * containing the text-representation of the weight of the given object.
365 * The buffer will be overwritten by the next call to query_weight().
366 *
367 * Seems to be used only by unimportant stuff. Remove?
368 */
369 const char *
370 query_weight (const object *op)
371 {
372 static char buf[10];
373 sint32 i = op->total_weight ();
374
375 if (op->weight < 0)
376 return " ";
377
378 if (i % 1000)
379 sprintf (buf, "%6.1f", i / 1000.0);
380 else
381 sprintf (buf, "%4d ", i / 1000);
382
383 return buf;
384 }
385
386 /*
387 * Returns the pointer to a static buffer containing
388 * the number requested (of the form first, second, third...)
389 */
390 const char *
391 get_levelnumber (int i)
392 {
393 static char buf[MAX_BUF];
394
395 if (i > 99)
396 {
397 sprintf (buf, "%d.", i);
398 return buf;
399 }
400
401 if (i < 21)
402 return levelnumbers[i];
403
404 if (!(i % 10))
405 return levelnumbers_10[i / 10];
406
407 strcpy (buf, numbers_10[i / 10]);
408 strcat (buf, levelnumbers[i % 10]);
409 return buf;
410 }
411
412 /*
413 * Returns pointer to static buffer containing ring's or amulet's
414 * abilities
415 * These are taken from old query_name(), but it would work better
416 * if describle_item() would be called to get this information and
417 * caller would handle FULL_RING_DESCRIPTION definition.
418 * Or make FULL_RING_DESCRIPTION standard part of a game and let
419 * client handle names.
420 */
421
422 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
423 * from stats.sp - b.t.
424 */
425 static const char *
426 ring_desc (const object *op)
427 {
428 static dynbuf_text buf; buf.clear ();
429 int attr, val, len;
430
431 if (QUERY_FLAG (op, FLAG_IDENTIFIED))
432 {
433 for (attr = 0; attr < NUM_STATS; attr++)
434 if ((val = op->stats.stat (attr)))
435 buf.printf ("(%s%+d)", short_stat_name[attr], val);
436
437 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
438 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
439 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
440 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
441
442 buf << describe_resistance (op, 0);
443
444 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
445 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
446 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
447 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
448 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
449
450 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
451 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
452 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
453 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
454
455 buf.add_paths ("Attuned" , op->path_attuned);
456 buf.add_paths ("Repelled", op->path_repelled);
457 buf.add_paths ("Denied" , op->path_denied);
458
459 if (buf.empty ())
460 buf << "of adornment";
461 }
462
463 return buf;
464 }
465
466 /*
467 * query_short_name(object) is similar to query_name, but doesn't
468 * contain any information about object status (worn/cursed/etc.)
469 *
470 * It is sometimes used when printing messages, so should fit well into a sentence.
471 */
472 const char *
473 query_short_name (const object *op)
474 {
475 if (!op->name)
476 return "(null)";
477
478 if (!op->nrof
479 && !op->weight
480 && !op->title
481 && !is_magical (op)
482 && op->slaying != shstr_money)
483 return op->name; /* To speed things up (or make things slower?) */
484
485 static dynbuf_text buf; buf.clear ();
486
487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
488
489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
490 buf << ' ' << op->title;
491
492 switch (op->type)
493 {
494 case SPELLBOOK:
495 case SCROLL:
496 case WAND:
497 case ROD:
498 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
499 {
500 if (!op->title)
501 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
502
503 if (op->type != SPELLBOOK)
504 buf.printf (" (lvl %d)", op->level);
505 }
506 break;
507
508 case ALTAR:
509 case TRIGGER_ALTAR:
510 case IDENTIFY_ALTAR:
511 case CONVERTER:
512 if (op->slaying == shstr_money)
513 {
514 bool wrap = !!buf.size ();
515
516 if (wrap) buf << " [";
517
518 archetype *coin = 0;
519
520 for (char const *const *c = coins; *coins; ++c)
521 if ((coin = archetype::find (*c)))
522 if (op->stats.food % coin->value == 0)
523 break;
524
525 sint32 coins = op->stats.food / coin->value;
526
527 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
528
529 if (wrap) buf << ']';
530 }
531 break;
532
533 case SKILL:
534 case AMULET:
535 case RING:
536 if (!op->title)
537 {
538 /* If ring has a title, full description isn't so useful */
539 const char *s = ring_desc (op);
540
541 if (s && *s)
542 buf << " " << s;
543 }
544 break;
545
546 default:
547 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
548 buf.printf (" %+d", op->magic);
549 }
550
551 return buf;
552 }
553
554 /*
555 * query_name(object) returns a character pointer pointing to a static
556 * buffer which contains a verbose textual representation of the name
557 * of the given object.
558 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
559 * you can make several calls to query_name before the bufs start getting
560 * overwritten. This may be a bad thing (it may be easier to assume the value
561 * returned is good forever.) However, it makes printing statements that
562 * use several names much easier (don't need to store them to temp variables.)
563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
566 * It is also used by examine/ex and similar functions.
567 */
568 const char *
569 query_name (const object *op)
570 {
571 int len = 0;
572 static dynbuf_text bufs[5];
573 static int use_buf = 0;
574
575 use_buf++;
576 use_buf %= 5;
577
578 dynbuf_text &buf = bufs [use_buf];
579 buf.clear ();
580
581 #if 0
582 if ((op->is_armor () || op->is_weapon ()) && op->material)
583 buf << op->material->description << ' ';
584 #endif
585
586 buf << query_short_name (op);
587
588 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
589 buf << " *";
590 if (op->is_open_container ())
591 buf << " (open)";
592
593 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
594 {
595 if (QUERY_FLAG (op, FLAG_DAMNED))
596 buf << " (damned)";
597 else if (QUERY_FLAG (op, FLAG_CURSED))
598 buf << " (cursed)";
599 }
600
601 /* Basically, if the object is known magical (detect magic spell on it),
602 * and it isn't identified, print out the fact that
603 * it is magical. Assume that the detect magical spell will only set
604 * KNOWN_MAGICAL if the item actually is magical.
605 *
606 * Changed in V 0.91.4 - still print that the object is magical even
607 * if it has been applied. Equipping an item does not tell full
608 * abilities, especially for artifact items.
609 */
610 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
611 buf << " (magic)";
612
613 #if 0
614 /* item_power will be returned in describe_item - it shouldn't really
615 * be returned in the name.
616 */
617 if (op->item_power)
618 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
619
620 #endif
621
622 if (QUERY_FLAG (op, FLAG_APPLIED))
623 {
624 switch (op->type)
625 {
626 case BOW:
627 case WAND:
628 case ROD:
629 case HORN:
630 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)");
631 break;
632 case WEAPON:
633 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)");
634 break;
635 case ARMOUR:
636 case HELMET:
637 case SHIELD:
638 case RING:
639 case BOOTS:
640 case GLOVES:
641 case AMULET:
642 case GIRDLE:
643 case BRACERS:
644 case CLOAK:
645 buf << " (worn)";
646 break;
647 case CONTAINER:
648 buf << " (active)";
649 break;
650 case SKILL:
651 default:
652 buf << " (applied)";
653 }
654 }
655
656 switch (op->type)
657 {
658 case LAMP:
659 if (op->glow_radius)
660 buf << " (on)";
661 else if (op->stats.food <= 0)
662 buf << " (empty)";
663 else
664 buf << " (off)";
665 break;
666
667 case TORCH:
668 if (op->glow_radius)
669 buf << " (burning)";
670 else if (op->stats.food <= 0)
671 buf << " (burned out)";
672 break;
673 }
674
675 if (QUERY_FLAG (op, FLAG_UNPAID))
676 buf << " (unpaid)";
677
678 return buf;
679 }
680
681 /*
682 * query_base_name(object) returns a character pointer pointing to a static
683 * buffer which contains a verbose textual representation of the name
684 * of the given object. The buffer will be overwritten at the next
685 * call to query_base_name(). This is a lot like query_name, but we
686 * don't include the item count or item status. Used for inventory sorting
687 * and sending to client.
688 * If plural is set, we generate the plural name of this.
689 *
690 * It is sometimes used to display messages, and usually only used to match stuff,
691 * so maybe this function should be removed.
692 * It is also used for client-side inventory/item descriptions.
693 */
694 const char *
695 query_base_name (const object *op, int plural)
696 {
697 if ((!plural && !op->name) || (plural && !op->name_pl))
698 return "(null)";
699
700 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
701 && op->type != EXIT)
702 return op->name; /* To speed things up (or make things slower?) */
703
704 static dynbuf_text buf; buf.clear ();
705
706 #if 0
707 if ((op->is_armor () || op->is_weapon ()) && op->material)
708 if (op->arch->material != op->material)
709 buf << op->material->description << ' ';
710 #endif
711
712 buf << (plural ? op->name_pl : op->name);
713
714 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
715 buf << ' ' << op->title;
716
717 switch (op->type)
718 {
719 case SPELLBOOK:
720 case SCROLL:
721 case WAND:
722 case ROD:
723 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
724 {
725 if (!op->title)
726 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
727
728 if (op->type != SPELLBOOK)
729 buf.printf (" (lvl %d)", op->level);
730 }
731 break;
732
733
734 case SKILL:
735 case AMULET:
736 case RING:
737 if (!op->title)
738 {
739 /* If ring has a title, full description isn't so useful */
740 const char *s = ring_desc (op);
741
742 if (s && *s)
743 buf << ' ' << s;
744 }
745 break;
746
747 default:
748 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
749 buf.printf (" %+d", op->magic);
750 }
751
752 return buf;
753 }
754
755 /* Break this off from describe_item - that function was way
756 * too long, making it difficult to read. This function deals
757 * with describing the monsters & players abilities. It should only
758 * be called with monster & player objects. Returns a description
759 * in a static buffer.
760 */
761 static const char *
762 describe_monster (const object *op)
763 {
764 static dynbuf_text buf; buf.clear ();
765
766 /* Note that the resolution this provides for players really isn't
767 * very good. Any player with a speed greater than .67 will
768 * fall into the 'lightning fast movement' category.
769 */
770 if (op->has_active_speed ())
771 switch ((int)(op->speed * 15.))
772 {
773 case 0:
774 buf << "(very slow movement)";
775 break;
776 case 1:
777 buf << "(slow movement)";
778 break;
779 case 2:
780 buf << "(normal movement)";
781 break;
782 case 3:
783 case 4:
784 buf << "(fast movement)";
785 break;
786 case 5:
787 case 6:
788 buf << "(very fast movement)";
789 break;
790 case 7:
791 case 8:
792 case 9:
793 case 10:
794 buf << "(extremely fast movement)";
795 break;
796 default:
797 buf << "(lightning fast movement)";
798 break;
799 }
800
801 if (QUERY_FLAG (op, FLAG_UNDEAD)) buf << "(undead)";
802 if (QUERY_FLAG (op, FLAG_SEE_INVISIBLE)) buf << "(see invisible)";
803 if (QUERY_FLAG (op, FLAG_USE_WEAPON)) buf << "(wield weapon)";
804 if (QUERY_FLAG (op, FLAG_USE_BOW)) buf << "(archer)";
805 if (QUERY_FLAG (op, FLAG_USE_ARMOUR)) buf << "(wear armour)";
806 if (QUERY_FLAG (op, FLAG_USE_RING)) buf << "(wear ring)";
807 if (QUERY_FLAG (op, FLAG_USE_SCROLL)) buf << "(read scroll)";
808 if (QUERY_FLAG (op, FLAG_USE_RANGE)) buf << "(fires wand/rod/horn)";
809 if (QUERY_FLAG (op, FLAG_CAN_USE_SKILL)) buf << "(skill user)";
810 if (QUERY_FLAG (op, FLAG_CAST_SPELL)) buf << "(spellcaster)";
811 if (QUERY_FLAG (op, FLAG_FRIENDLY)) buf << "(friendly)";
812 if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE)) buf << "(unaggressive)";
813 if (QUERY_FLAG (op, FLAG_HITBACK)) buf << "(hitback)";
814 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealthy)";
815
816 if (op->randomitems)
817 {
818 bool first = 1;
819
820 for (treasure *t = op->randomitems->items; t; t = t->next)
821 if (t->item && t->item->type == SPELL)
822 {
823 if (first)
824 buf << "(Spell abilities:)";
825
826 first = 0;
827
828 buf << '(' << t->item->object::name << ')';
829 }
830 }
831
832 if (op->type == PLAYER)
833 {
834 if (op->contr->digestion)
835 buf.printf ("(sustenance%+d)", op->contr->digestion);
836
837 if (op->contr->gen_grace)
838 buf.printf ("(grace%+d)", op->contr->gen_grace);
839
840 if (op->contr->gen_sp)
841 buf.printf ("(magic%+d)", op->contr->gen_sp);
842
843 if (op->contr->gen_hp)
844 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
845
846 if (op->stats.luck)
847 buf.printf ("(luck%+d)", op->stats.luck);
848 }
849
850 /* describe attacktypes */
851 if (op->is_dragon ())
852 {
853 /* for dragon players display the attacktypes from clawing skill
854 * Break apart the for loop - move the comparison checking down -
855 * this makes it more readable.
856 */
857 object *tmp;
858
859 for (tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == SKILL && tmp->name == shstr_clawing)
861 break;
862
863 if (tmp && tmp->attacktype)
864 buf.add_abilities ("Claws", tmp->attacktype);
865 else
866 buf.add_abilities ("Attacks", op->attacktype);
867 }
868 else
869 buf.add_abilities ("Attacks", op->attacktype);
870
871 buf.add_paths ("Attuned" , op->path_attuned);
872 buf.add_paths ("Repelled", op->path_repelled);
873 buf.add_paths ("Denied" , op->path_denied);
874
875 for (int i = 0; i < NROFATTACKS; i++)
876 if (op->resist[i])
877 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
878
879 return buf;
880 }
881
882 /*
883 * Returns a pointer to a static buffer which contains a
884 * description of the given object.
885 * If it is a monster, lots of information about its abilities
886 * will be returned.
887 * If it is an item, lots of information about which abilities
888 * will be gained about its user will be returned.
889 * If it is a player, it writes out the current abilities
890 * of the player, which is usually gained by the items applied.
891 * It would be really handy to actually pass another object
892 * pointer on who is examining this object. Then, you could reveal
893 * certain information depending on what the examiner knows, eg,
894 * wouldn't need to use the SEE_INVISIBLE flag to know it is
895 * a dragon player examining food. Could have things like
896 * a dwarven axe, in which the full abilities are only known to
897 * dwarves, etc.
898 *
899 * Add 'owner' who is the person examining this object.
900 * owner can be null if no one is being associated with this
901 * item (eg, debug dump or the like)
902 */
903 const char *
904 describe_item (const object *op, object *owner)
905 {
906 if (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER)
907 return describe_monster (op);
908
909 static dynbuf_text buf; buf.clear ();
910 int identified, i;
911
912 /* figure this out once, instead of making multiple calls to need_identify.
913 * also makes the code easier to read.
914 */
915 identified = !need_identify (op) || QUERY_FLAG (op, FLAG_IDENTIFIED);
916 if (!identified)
917 buf << "(unidentified)";
918
919 switch (op->type)
920 {
921 case BOW:
922 case ARROW:
923 case WAND:
924 case ROD:
925 case HORN:
926 case WEAPON:
927 case ARMOUR:
928 case HELMET:
929 case SHIELD:
930 case BOOTS:
931 case GLOVES:
932 case GIRDLE:
933 case BRACERS:
934 case CLOAK:
935 case SKILL_TOOL:
936 break; /* We have more information to do below this switch */
937
938 case POWER_CRYSTAL:
939 if (op->stats.maxsp > 1000)
940 { /*higher capacity crystals */
941 i = (op->stats.maxsp % 1000) / 100;
942
943 if (i)
944 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
945 else
946 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000);
947 }
948 else
949 buf.printf ("(capacity %d). It is ", op->stats.maxsp);
950
951 i = (op->stats.sp * 10) / op->stats.maxsp;
952 if (op->stats.sp == 0)
953 buf << "empty.";
954 else if (i == 0)
955 buf << "almost empty.";
956 else if (i < 3)
957 buf << "partially filled.";
958 else if (i < 6)
959 buf << "half full.";
960 else if (i < 9)
961 buf << "well charged.";
962 else if (op->stats.sp == op->stats.maxsp)
963 buf << "fully charged.";
964 else
965 buf << "almost full.";
966 break;
967
968 case LAMP:
969 {
970 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
971 buf << "(fuel: ";
972 if (percent == 0)
973 buf << "empty";
974 else if (percent < 10)
975 buf << "very low";
976 else if (percent < 25)
977 buf << "low";
978 else if (percent < 50)
979 buf << "half empty";
980 else if (percent < 75)
981 buf << "half full";
982 else if (percent < 95)
983 buf << "well filled";
984 else if (percent <= 100)
985 buf << "full";
986 buf << ")";
987 }
988 break;
989
990 case FOOD:
991 case FLESH:
992 case DRINK:
993 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
994 {
995 buf.printf ("(food+%d)", op->stats.food);
996
997 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
998 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
999
1000 if (!QUERY_FLAG (op, FLAG_CURSED))
1001 {
1002 if (op->stats.hp) buf << "(heals)";
1003 if (op->stats.sp) buf << "(spellpoint regen)";
1004 }
1005 else
1006 {
1007 if (op->stats.hp) buf << "(damages)";
1008 if (op->stats.sp) buf << "(spellpoint depletion)";
1009 }
1010 }
1011 break;
1012
1013 case SKILL:
1014 case RING:
1015 case AMULET:
1016 if (op->item_power)
1017 buf.printf ("(item_power %+d)", op->item_power);
1018
1019 if (op->title)
1020 buf << ring_desc (op);
1021
1022 return buf;
1023
1024 default:
1025 return buf;
1026 }
1027
1028 /* Down here, we more further describe equipment type items.
1029 * only describe them if they have been identified or the like.
1030 */
1031 if (identified || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
1032 {
1033 int attr, val;
1034
1035 for (attr = 0; attr < NUM_STATS; attr++)
1036 if ((val = op->stats.stat (attr)))
1037 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1038
1039 if (op->stats.exp)
1040 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1041
1042 switch (op->type)
1043 {
1044 case BOW:
1045 case ARROW:
1046 case GIRDLE:
1047 case HELMET:
1048 case SHIELD:
1049 case BOOTS:
1050 case GLOVES:
1051 case WEAPON:
1052 case SKILL:
1053 case RING:
1054 case AMULET:
1055 case ARMOUR:
1056 case BRACERS:
1057 case FORCE:
1058 case CLOAK:
1059 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1060 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1061 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1062
1063 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1064 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1065
1066 break;
1067
1068 default:
1069 break;
1070 }
1071
1072 if (QUERY_FLAG (op, FLAG_XRAYS)) buf << "(xray-vision)";
1073 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) buf << "(infravision)";
1074
1075 /* levitate was what is was before, so we'll keep it */
1076 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1077 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1078 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1079
1080 /* walking is presumed as 'normal', so doesn't need mentioning */
1081
1082 if (op->item_power)
1083 buf.printf ("(item_power %+d)", op->item_power);
1084 } /* End if identified or applied */
1085
1086 /* This blocks only deals with fully identified object.
1087 * it is intentional that this is not an 'else' from a above -
1088 * in this way, information is added.
1089 */
1090 if (identified)
1091 {
1092 int more_info = 0;
1093
1094 switch (op->type)
1095 {
1096 case ROD: /* These use stats.sp for spell selection and stats.food */
1097 case HORN: /* and stats.hp for spell-point regeneration... */
1098 case BOW:
1099 case ARROW:
1100 case WAND:
1101 case FOOD:
1102 case FLESH:
1103 case DRINK:
1104 more_info = 0;
1105 break;
1106
1107 /* Armor type objects */
1108 case ARMOUR:
1109 case HELMET:
1110 case SHIELD:
1111 case BOOTS:
1112 case GLOVES:
1113 case GIRDLE:
1114 case BRACERS:
1115 case CLOAK:
1116 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1117 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1118 more_info = 1;
1119 break;
1120
1121 case WEAPON:
1122 /* Calculate it the same way fix_player does so the results
1123 * make sense.
1124 */
1125 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1126 if (i < 0)
1127 i = 0;
1128
1129 buf.printf ("(weapon speed %d)", i);
1130 more_info = 1;
1131 break;
1132 }
1133
1134 if (more_info)
1135 {
1136 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1137 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1138 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1139 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1140 }
1141
1142 if (op->stats.luck)
1143 buf.printf ("(luck%+d)", op->stats.luck);
1144
1145 if (QUERY_FLAG (op, FLAG_LIFESAVE)) buf << "(lifesaving)";
1146 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) buf << "(reflect spells)";
1147 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) buf << "(reflect missiles)";
1148 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1149
1150 if (op->slaying && op->type != FOOD)
1151 buf.printf ("(slay %s)", &op->slaying);
1152
1153 if (op->type == SKILL_TOOL && op->skill)
1154 buf.printf ("(%s)", &op->skill);
1155
1156 buf.add_abilities ("Attacks", op->attacktype);
1157 /* resistance on flesh is only visible for quetzals. If
1158 * non flesh, everyone can see its resistances
1159 */
1160 if (op->type != FLESH || (owner && owner->is_dragon ()))
1161 buf << describe_resistance (op, 0);
1162
1163 buf.add_paths ("Attuned", op->path_attuned);
1164 buf.add_paths ("Repelled", op->path_repelled);
1165 buf.add_paths ("Denied", op->path_denied);
1166 }
1167
1168 return buf;
1169 }
1170
1171 std::string
1172 object::describe_item (object *who)
1173 {
1174 return std::string (::describe_item (this, who));
1175 }
1176
1177 void
1178 examine (object *op, object *tmp)
1179 {
1180 std::string info = tmp->describe (op);
1181
1182 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1183 }
1184
1185 /*
1186 * inventory prints object's inventory. If inv==NULL then print player's
1187 * inventory.
1188 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1189 */
1190 const char *
1191 object::query_inventory (object *who, const char *indent)
1192 {
1193 static dynbuf_text buf; buf.clear ();
1194
1195 for (object *tmp = inv; tmp; tmp = tmp->below)
1196 if (who && QUERY_FLAG (who, FLAG_WIZ))
1197 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1198 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1199 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1200
1201 if (buf.size ())
1202 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1203 else
1204 buf.printf ("%s(empty)\n", indent);
1205
1206 return buf;
1207 }
1208
1209 /* Return true if the item is magical. A magical item is one that
1210 * increases/decreases any abilities, provides a resistance,
1211 * has a generic magical bonus, or is an artifact.
1212 * This function is used by detect_magic to determine if an item
1213 * should be marked as magical.
1214 */
1215 int
1216 is_magical (const object *op)
1217 {
1218 int i;
1219
1220 /* living creatures are considered non magical */
1221 if (QUERY_FLAG (op, FLAG_ALIVE))
1222 return 0;
1223
1224 /* This is a test for it being an artifact, as artifacts have titles */
1225 if (op->title != NULL)
1226 return 1;
1227
1228 /* Handle rings and amulets specially. If they change any of these
1229 * values, it means they are magical.
1230 */
1231 if ((op->type == AMULET || op->type == RING) &&
1232 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1233 return 1;
1234
1235 /* Check for stealty, speed, flying, or just plain magic in the boots */
1236 /* Presume any boots that hvae a move_type are special. */
1237 if (op->type == BOOTS && ((QUERY_FLAG (op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1238 return 1;
1239
1240 /* Take care of amulet/shield that reflects spells/missiles */
1241 if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG (op, FLAG_REFL_SPELL) || QUERY_FLAG (op, FLAG_REFL_MISSILE)))
1242 return 1;
1243
1244 /* Take care of helmet of xrays */
1245 if (op->type == HELMET && QUERY_FLAG (op, FLAG_XRAYS))
1246 return 1;
1247
1248 /* Potions & rods are always magical. Wands/staves are also magical,
1249 * assuming they still have any charges left.
1250 */
1251 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1252 return 1;
1253
1254 /* if something gives a protection, either positive or negative, its magical */
1255 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1256 * so this always works out fine.
1257 */
1258 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1259 if (op->resist[i])
1260 return 1;
1261
1262 /* Physical protection is expected on some item types, so they should
1263 * not be considered magical.
1264 */
1265 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1266 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1267 return 1;
1268
1269 /* power crystal, spellbooks, and scrolls are always magical. */
1270 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1271 return 1;
1272
1273 /* Check to see if it increases/decreases any stats */
1274 for (i = 0; i < NUM_STATS; i++)
1275 if (op->stats.stat (i))
1276 return 1;
1277
1278 /* If it doesn't fall into any of the above categories, must
1279 * be non magical.
1280 */
1281 return 0;
1282 }
1283
1284 /* need_identify returns true if the item should be identified. This
1285 * function really should not exist - by default, any item not identified
1286 * should need it.
1287 */
1288
1289 int
1290 need_identify (const object *op)
1291 {
1292 switch (op->type)
1293 {
1294 case RING:
1295 case WAND:
1296 case ROD:
1297 case HORN:
1298 case SCROLL:
1299 case SKILL:
1300 case SKILLSCROLL:
1301 case SPELLBOOK:
1302 case FOOD:
1303 case POTION:
1304 case BOW:
1305 case ARROW:
1306 case WEAPON:
1307 case ARMOUR:
1308 case SHIELD:
1309 case HELMET:
1310 case AMULET:
1311 case BOOTS:
1312 case GLOVES:
1313 case BRACERS:
1314 case GIRDLE:
1315 case CONTAINER:
1316 case DRINK:
1317 case FLESH:
1318 case INORGANIC:
1319 case CLOSE_CON:
1320 case CLOAK:
1321 case GEM:
1322 case POWER_CRYSTAL:
1323 case POISON:
1324 case BOOK:
1325 case SKILL_TOOL:
1326 return 1;
1327 }
1328
1329 /* Try to track down some stuff that may show up here. Thus, the
1330 * archetype file can be updated, and this function removed.
1331 */
1332 #if 0
1333 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1334 #endif
1335 return 0;
1336 }
1337
1338 /*
1339 * Supposed to fix face-values as well here, but later.
1340 */
1341 void
1342 identify (object *op)
1343 {
1344 SET_FLAG (op, FLAG_IDENTIFIED);
1345 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1346 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1347
1348 /*
1349 * We want autojoining of equal objects:
1350 */
1351 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
1352 SET_FLAG (op, FLAG_KNOWN_CURSED);
1353
1354 if (op->type == POTION)
1355 {
1356 if (op->inv && op->randomitems)
1357 op->title = op->inv->name;
1358 else if (op->arch)
1359 {
1360 op->name = op->arch->object::name;
1361 op->name_pl = op->arch->object::name_pl;
1362 }
1363 }
1364
1365 /* If the object is on a map, make sure we update its face */
1366 if (op->map)
1367 update_object (op, UP_OBJ_CHANGE);
1368
1369 if (object *pl = op->visible_to ())
1370 /* A lot of the values can change from an update - might as well send
1371 * it all.
1372 */
1373 esrv_send_item (pl, op);
1374 }
1375