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Revision: 1.90
Committed: Mon Oct 11 18:40:43 2010 UTC (13 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.89: +3 -15 lines
Log Message:
resists_xxx body_xxx_yyy match

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 // see include/object.h
53 Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
54 # define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
55 # include "slotinc.h"
56 # undef def
57 };
58
59 static char numbers_10[10][20] = {
60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
61 "eighty", "ninety"
62 };
63
64 static char ordnumbers[21][20] = {
65 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
66 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
67 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
68 "nineteenth", "twentieth"
69 };
70
71 static char ordnumbers_10[11][20] = {
72 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
73 "seventieth", "eightieth", "ninetieth"
74 };
75
76 /* The following is a large table of item types, the fields are:
77 * item number, item name, item name (plural), and two numbers that are the skills
78 * used to identify them. Anytime a new item type is added or removed, this list
79 * should be altered to reflect that. The defines for the numerical values are in
80 * define.h
81 */
82 static const typedata item_types[] = {
83 {PLAYER, "player", "players", 0, 0},
84 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
85 {TREASURE, "treasure", "treasure", 0, 0},
86 {POTION, "potion", "potions", SK_ALCHEMY, 0},
87 {FOOD, "food", "food", SK_WOODSMAN, 0},
88 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
89 {BOOK, "book", "books", SK_LITERACY, 0},
90 {CLOCK, "clock", "clocks", 0, 0},
91 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
92 {BOW, "bow", "bows", SK_BOWYER, 0},
93 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
94 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
95 {PEDESTAL, "pedestal", "pedestals", 0, 0},
96 {ALTAR, "altar", "altars", 0, 0},
97 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
98 {SPECIAL_KEY, "special key", "special keys", 0, 0},
99 {MAP, "map", "maps", 0, 0},
100 {DOOR, "door", "doors", 0, 0},
101 {KEY, "key", "keys", 0, 0},
102 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
103 {TRIGGER, "trigger", "triggers", 0, 0},
104 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
105 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
106 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
107 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
108 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
109 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
110 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
111 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
112 {MONEY, "money", "money", 0, 0},
113 {CLASS, "class", "classes", 0, 0},
114 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
115 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
116 {PLAYERMOVER, "player mover", "player movers", 0, 0},
117 {TELEPORTER, "teleporter", "teleporters", 0, 0},
118 {CREATOR, "creator", "creators", 0, 0},
119 {SKILL, "skill", "skills", 0, 0},
120 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
121 {GOLEM, "golem", "golems", 0, 0},
122 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
123 {BLINDNESS, "blindness", "blindness", 0, 0},
124 {GOD, "god", "gods", 0, 0},
125 {DETECTOR, "detector", "detectors", 0, 0},
126 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
127 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
128 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
129 {MARKER, "marker", "markers", 0, 0},
130 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
131 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
132 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
133 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
134 {GEM, "gem", "gems", SK_JEWELER, 0},
135 {FIREWALL, "firewall", "firewalls", 0, 0},
136 {ANVIL, "anvil", "anvils", 0, 0},
137 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
138 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
139 {EXIT, "exit", "exits", 0, 0},
140 {ENCOUNTER, "encounter", "encounters", 0, 0},
141 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
142 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
143 {RING, "ring", "rings", SK_JEWELER, 0},
144 // {FLOOR, "floor", "floors", 0, 0},
145 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
148 {LIGHTER, "lighter", "lighters", 0, 0},
149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
151 {LAMP, "lamp", "lamps", 0, 0},
152 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
153 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
154 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
155 {SPINNER, "spinner", "spinners", 0, 0},
156 {GATE, "gate", "gates", 0, 0},
157 {BUTTON, "button", "buttons", 0, 0},
158 {T_HANDLE, "cf handle", "cf handles", 0, 0},
159 {HOLE, "hole", "holes", 0, 0},
160 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
161 {SIGN, "sign", "signs", 0, 0},
162 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
163 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
164 {SPELL, "spell", "spells", 0, 0},
165 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
166 {CONVERTER, "converter", "converters", 0, 0},
167 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
168 {POISONING, "poisoning", "poisonings", 0, 0},
169 {SAVEBED, "savebed", "savebeds", 0, 0},
170 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
171 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
172 {DIRECTOR, "director", "directors", 0, 0},
173 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
174 {FORCE, "force", "forces", 0, 0},
175 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
176 {CLOSE_CON, "closed container", "closed container", 0, 0},
177 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
178 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
179 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
180 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
181 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
182 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
183 {MENU, "inventory list", "inventory lists", 0, 0},
184 {RUNE, "rune", "runes", 0, 0},
185 {TRAP, "trap", "traps", 0, 0},
186 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
187 {CORPSE, "corpse", "corpses", 0, 0},
188 {DISEASE, "disease", "diseases", 0, 0},
189 {SYMPTOM, "symptom", "symptoms", 0, 0},
190 {BUILDER, "item builder", "item builders", 0, 0},
191 {MATERIAL, "building material", "building materials", 0, 0},
192 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
193 };
194
195 static const int item_types_size = array_length (item_types);
196
197 /* This curve may be too steep. But the point is that there should
198 * be tough choices - there is no real point to this if everyone can
199 * wear whatever they want with no worries. Perhaps having the steep
200 * curve is good (maybe even steeper), but allowing players to
201 * have 2 * level instead. Ideally, top level characters should only be
202 * able to use 2-3 of the most powerful items.
203 * note that this table is only really used for program generated items -
204 * custom objects can use whatever they want.
205 */
206 static int enc_to_item_power[21] = {
207 0,
208 0, 1, 2, 3, 4, // 5
209 5, 7, 9, 11, 13, // 10
210 15, 18, 21, 24, 27, // 15
211 30, 35, 40, 45, 50 // 20
212 };
213
214 int
215 get_power_from_ench (int ench)
216 {
217 return enc_to_item_power [clamp (ench, 0, 20)];
218 }
219
220 static const struct need_identify_types : typeset
221 {
222 need_identify_types ()
223 {
224 set (RING);
225 set (WAND);
226 set (ROD);
227 set (HORN);
228 set (SCROLL);
229 set (SKILL);
230 set (SKILLSCROLL);
231 set (SPELLBOOK);
232 set (FOOD);
233 set (POTION);
234 set (BOW);
235 set (ARROW);
236 set (WEAPON);
237 set (ARMOUR);
238 set (SHIELD);
239 set (HELMET);
240 set (AMULET);
241 set (BOOTS);
242 set (GLOVES);
243 set (BRACERS);
244 set (GIRDLE);
245 set (CONTAINER);
246 set (DRINK);
247 set (FLESH);
248 set (INORGANIC);
249 set (CLOSE_CON);
250 set (CLOAK);
251 set (GEM);
252 set (POWER_CRYSTAL);
253 set (POISON);
254 set (BOOK);
255 set (SKILL_TOOL);
256 }
257 } need_identify_types;
258
259 bool
260 object::need_identify () const
261 {
262 return need_identify_types [type];
263 }
264
265 /* This takes an object 'op' and figures out what its item_power
266 * rating should be. This should only really be used by the treasure
267 * generation code, and when loading legacy objects. It returns
268 * the item_power it calculates.
269 * If flag is 1, we return the number of enchantment, and not the
270 * the power. This is used in the treasure code.
271 */
272 int
273 calc_item_power (const object *op, int flag)
274 {
275 int i, tmp, enc;
276
277 enc = 0;
278 for (i = 0; i < NUM_STATS; i++)
279 enc += op->stats.stat (i);
280
281 /* This protection logic is pretty flawed. 20% fire resistance
282 * is much more valuable than 20% confusion, or 20% slow, or
283 * several others. Start at 1 - ignore physical - all that normal
284 * armour shouldn't be counted against
285 */
286 tmp = 0;
287 for (i = 1; i < NROFATTACKS; i++)
288 tmp += op->resist[i];
289
290 /* Add/substract 10 so that the rounding works out right */
291 if (tmp > 0)
292 enc += (tmp + 10) / 20;
293 else if (tmp < 0)
294 enc += (tmp - 10) / 20;
295
296 enc += op->magic;
297
298 /* For each attacktype a weapon has, one more encantment. Start at 1 -
299 * physical doesn't count against total.
300 */
301 if (op->type == WEAPON)
302 {
303 for (i = 1; i < NROFATTACKS; i++)
304 if (op->attacktype & (1 << i))
305 enc++;
306
307 if (op->slaying)
308 enc += 2; /* What it slays is probably more relevent */
309 }
310
311 /* Items the player can equip */
312 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
313 (op->type == SHIELD) || (op->type == RING) ||
314 (op->type == BOOTS) || (op->type == GLOVES) ||
315 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
316 {
317 enc += op->stats.food; /* sustenance */
318 enc += op->stats.hp; /* hp regen */
319 enc += op->stats.sp; /* mana regen */
320 enc += op->stats.grace; /* grace regen */
321 enc += op->stats.exp; /* speed bonus */
322 }
323
324 enc += op->stats.luck;
325
326 /* Do spell paths now */
327 for (i = 1; i < NRSPELLPATHS; i++)
328 if (op->path_attuned & (1 << i))
329 enc++;
330 else if (op->path_denied & (1 << i))
331 enc -= 2;
332 else if (op->path_repelled & (1 << i))
333 enc--;
334
335 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
336 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
337 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
338 if (op->flag [FLAG_XRAYS ]) enc += 2;
339 if (op->flag [FLAG_STEALTH ]) enc += 1;
340 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
341 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
342
343 return get_power_from_ench (enc);
344 }
345
346 static const struct get_typedata
347 {
348 const typedata *data [NUM_TYPES];
349
350 get_typedata ()
351 {
352 for (int i = 0; i < item_types_size; i++)
353 data [item_types[i].number] = &item_types [i];
354 }
355
356 const typedata *operator ()(int itemtype) const
357 {
358 return data [itemtype];
359 }
360 } get_typedata_;
361
362 /* returns the typedata that has a number equal to itemtype, if there
363 * isn't one, returns NULL */
364 const typedata *
365 get_typedata (int itemtype)
366 {
367 return get_typedata_ (itemtype);
368 }
369
370 /* returns the typedata that has a name equal to itemtype, if there
371 * isn't one, return the plural name that matches, if there still isn't
372 * one return NULL */
373 const typedata *
374 get_typedata_by_name (const char *name)
375 {
376 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name, name))
378 return &item_types[i];
379
380 for (int i = 0; i < item_types_size; i++)
381 if (!strcmp (item_types[i].name_pl, name))
382 {
383 LOG (llevInfo,
384 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
385 return &item_types[i];
386 }
387
388 return 0;
389 }
390
391 /* describe_resistance generates the visible naming for resistances.
392 * returns a static array of the description. This can return
393 * a big buffer.
394 * if newline is true, we don't put parens around the description
395 * but do put a newline at the end. Useful when dumping to files
396 */
397 const char *
398 describe_resistance (const object *op, int newline)
399 {
400 static dynbuf_text buf; buf.clear ();
401
402 for (int i = 0; i < NROFATTACKS; i++)
403 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
404 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
405
406 return buf;
407 }
408
409 /*
410 * query_weight(object) returns a character pointer to a static buffer
411 * containing the text-representation of the weight of the given object.
412 * The buffer will be overwritten by the next call to query_weight().
413 *
414 * Seems to be used only by unimportant stuff. Remove?
415 */
416 const char *
417 query_weight (const object *op)
418 {
419 static char buf[10];
420 sint32 i = op->total_weight ();
421
422 if (op->weight < 0)
423 return " ";
424
425 if (i % 1000)
426 sprintf (buf, "%6.1f", i / 1000.0);
427 else
428 sprintf (buf, "%4d ", i / 1000);
429
430 return buf;
431 }
432
433 /*
434 * Returns the pointer to a static buffer containing
435 * the number requested (of the form first, second, third...)
436 */
437 const char *
438 ordinal (int i)
439 {
440 if (i < 0)
441 return format ("minus %s", ordinal (-i));
442
443 if (i < 21)
444 return ordnumbers[i];
445
446 int digit = i % 10;
447
448 if (i >= 100)
449 return format (
450 digit == 1 ? "%dst"
451 : digit == 2 ? "%dnd"
452 : digit == 3 ? "%drd"
453 : "%dth",
454 i
455 );
456
457 if (digit == 0)
458 return ordnumbers_10[i / 10];
459 else
460 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
461 }
462
463 /*
464 * Returns pointer to static buffer containing ring's or amulet's
465 * abilities
466 * These are taken from old query_name(), but it would work better
467 * if describle_item() would be called to get this information and
468 * caller would handle FULL_RING_DESCRIPTION definition.
469 * Or make FULL_RING_DESCRIPTION standard part of a game and let
470 * client handle names.
471 */
472
473 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
474 * from stats.sp - b.t.
475 */
476 static const char *
477 ring_desc (const object *op)
478 {
479 static dynbuf_text buf; buf.clear ();
480 int attr, val, len;
481
482 if (op->flag [FLAG_IDENTIFIED])
483 {
484 for (attr = 0; attr < NUM_STATS; attr++)
485 if ((val = op->stats.stat (attr)))
486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
487
488 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
489 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
490 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
491 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
492
493 buf << describe_resistance (op, 0);
494
495 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
496 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
497 if (op->stats.sp && op->type != SKILL) buf.printf ("(magic%+d)", op->stats.sp);
498 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
499 if (op->stats.luck) buf.printf ("(luck%+d)", op->stats.luck);
500
501 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
502 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
503 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
504 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
505
506 buf.add_paths ("Attuned" , op->path_attuned);
507 buf.add_paths ("Repelled", op->path_repelled);
508 buf.add_paths ("Denied" , op->path_denied);
509
510 if (buf.empty ())
511 buf << "of adornment";
512 }
513
514 return buf;
515 }
516
517 /*
518 * query_short_name(object) is similar to query_name, but doesn't
519 * contain any information about object status (worn/cursed/etc.)
520 *
521 * It is sometimes used when printing messages, so should fit well into a sentence.
522 */
523 const char *
524 query_short_name (const object *op)
525 {
526 if (!op->name)
527 return "(null)";
528
529 if (!op->nrof
530 && !op->weight
531 && !op->title
532 && !is_magical (op)
533 && op->slaying != shstr_money)
534 return op->name; /* To speed things up (or make things slower?) */
535
536 static dynbuf_text buf; buf.clear ();
537
538 buf << (op->nrof <= 1 ? op->name : op->name_pl);
539
540 if (op->title && op->flag [FLAG_IDENTIFIED])
541 buf << ' ' << op->title;
542
543 switch (op->type)
544 {
545 case SPELLBOOK:
546 case SCROLL:
547 case WAND:
548 case ROD:
549 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
550 {
551 if (!op->title)
552 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
553
554 if (op->type != SPELLBOOK)
555 buf.printf (" (lvl %d)", op->level);
556 }
557 break;
558
559 case ALTAR:
560 case TRIGGER_ALTAR:
561 case IDENTIFY_ALTAR:
562 case CONVERTER:
563 if (op->slaying == shstr_money)
564 {
565 bool wrap = !!buf.size ();
566
567 if (wrap) buf << " [";
568
569 archetype *coin = 0;
570
571 for (char const *const *c = coins; *coins; ++c)
572 if ((coin = archetype::find (*c)))
573 if (op->stats.food % coin->value == 0)
574 break;
575
576 sint32 coins = op->stats.food / coin->value;
577
578 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
579
580 if (wrap) buf << ']';
581 }
582 break;
583
584 case SKILL:
585 case AMULET:
586 case RING:
587 if (!op->title)
588 {
589 /* If ring has a title, full description isn't so useful */
590 const char *s = ring_desc (op);
591
592 if (s && *s)
593 buf << " " << s;
594 }
595 break;
596
597 default:
598 if (op->magic
599 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
600 || op->flag [FLAG_IDENTIFIED]))
601 buf.printf (" %+d", op->magic);
602 }
603
604 return buf;
605 }
606
607 /*
608 * query_name(object) returns a character pointer pointing to a static
609 * buffer which contains a verbose textual representation of the name
610 * of the given object.
611 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
612 * you can make several calls to query_name before the bufs start getting
613 * overwritten. This may be a bad thing (it may be easier to assume the value
614 * returned is good forever.) However, it makes printing statements that
615 * use several names much easier (don't need to store them to temp variables.)
616 *
617 * It is used extensively within messages, so should return only a prose
618 * and short description of the item.
619 * It is also used by examine/ex and similar functions.
620 */
621 const char *
622 query_name (const object *op)
623 {
624 int len = 0;
625 static dynbuf_text bufs[5];
626 static int use_buf = 0;
627
628 use_buf++;
629 use_buf %= 5;
630
631 dynbuf_text &buf = bufs [use_buf];
632 buf.clear ();
633
634 #if 0
635 if ((op->is_armor () || op->is_weapon ()) && op->material)
636 buf << op->material->description << ' ';
637 #endif
638
639 buf << query_short_name (op);
640
641 if (op->flag [FLAG_INV_LOCKED])
642 buf << " *";
643 if (op->is_open_container ())
644 buf << " (open)";
645
646 if (op->flag [FLAG_KNOWN_CURSED])
647 {
648 if (op->flag [FLAG_DAMNED])
649 buf << " (damned)";
650 else if (op->flag [FLAG_CURSED])
651 buf << " (cursed)";
652 }
653
654 /* Basically, if the object is known magical (detect magic spell on it),
655 * and it isn't identified, print out the fact that
656 * it is magical. Assume that the detect magical spell will only set
657 * KNOWN_MAGICAL if the item actually is magical.
658 *
659 * Changed in V 0.91.4 - still print that the object is magical even
660 * if it has been applied. Equipping an item does not tell full
661 * abilities, especially for artifact items.
662 */
663 if (op->flag [FLAG_KNOWN_MAGICAL] && !op->flag [FLAG_IDENTIFIED])
664 buf << " (magic)";
665
666 #if 0
667 /* item_power will be returned in describe_item - it shouldn't really
668 * be returned in the name.
669 */
670 if (op->item_power)
671 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
672
673 #endif
674
675 if (op->flag [FLAG_APPLIED])
676 {
677 switch (op->type)
678 {
679 case RANGED:
680 case BOW:
681 case WAND:
682 case ROD:
683 case HORN:
684 case WEAPON:
685 buf << " (applied)";
686 break;
687 case ARMOUR:
688 case HELMET:
689 case SHIELD:
690 case RING:
691 case BOOTS:
692 case GLOVES:
693 case AMULET:
694 case GIRDLE:
695 case BRACERS:
696 case CLOAK:
697 buf << " (worn)";
698 break;
699 case CONTAINER:
700 buf << " (active)";
701 break;
702 case SKILL:
703 default:
704 buf << " (applied)";
705 }
706 }
707
708 switch (op->type)
709 {
710 case LAMP:
711 if (op->glow_radius)
712 buf << " (on)";
713 else if (op->stats.food <= 0)
714 buf << " (empty)";
715 else
716 buf << " (off)";
717 break;
718
719 case TORCH:
720 if (op->glow_radius)
721 buf << " (burning)";
722 else if (op->stats.food <= 0)
723 buf << " (burned out)";
724 break;
725 }
726
727 if (op->flag [FLAG_UNPAID])
728 buf << " (unpaid)";
729
730 return buf;
731 }
732
733 /*
734 * query_base_name(object) returns a character pointer pointing to a static
735 * buffer which contains a verbose textual representation of the name
736 * of the given object. The buffer will be overwritten at the next
737 * call to query_base_name(). This is a lot like query_name, but we
738 * don't include the item count or item status. Used for inventory sorting
739 * and sending to client.
740 * If plural is set, we generate the plural name of this.
741 *
742 * It is sometimes used to display messages, and usually only used to match stuff,
743 * so maybe this function should be removed.
744 * It is also used for client-side inventory/item descriptions.
745 */
746 const char *
747 query_base_name (const object *op, int plural)
748 {
749 if ((!plural && !op->name) || (plural && !op->name_pl))
750 return "(null)";
751
752 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
753 && op->type != EXIT)
754 return op->name; /* To speed things up (or make things slower?) */
755
756 static dynbuf_text buf; buf.clear ();
757
758 #if 0
759 if ((op->is_armor () || op->is_weapon ()) && op->material)
760 if (op->arch->material != op->material)
761 buf << op->material->description << ' ';
762 #endif
763
764 buf << (plural ? op->name_pl : op->name);
765
766 if (op->title && op->flag [FLAG_IDENTIFIED])
767 buf << ' ' << op->title;
768
769 switch (op->type)
770 {
771 case SPELLBOOK:
772 case SCROLL:
773 case WAND:
774 case ROD:
775 if (op->flag [FLAG_IDENTIFIED] || op->flag [FLAG_BEEN_APPLIED])
776 {
777 if (!op->title)
778 buf << " of " << (op->inv ? &op->inv->name : "bug, please report");
779
780 if (op->type != SPELLBOOK)
781 buf.printf (" (lvl %d)", op->level);
782 }
783 break;
784
785
786 case SKILL:
787 case AMULET:
788 case RING:
789 if (!op->title)
790 {
791 /* If ring has a title, full description isn't so useful */
792 const char *s = ring_desc (op);
793
794 if (s && *s)
795 buf << ' ' << s;
796 }
797 break;
798
799 case EXIT:
800 // random map exits "unfortunately" get patched, so this only works before entering
801 if (EXIT_PATH (op) == shstr_random_map_exit)
802 buf << " (random map)";
803 else if (!EXIT_PATH (op))
804 buf << " (closed)";
805 break;
806
807 default:
808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
811 buf.printf (" %+d", op->magic);
812 }
813
814 return buf;
815 }
816
817 /* Break this off from describe_item - that function was way
818 * too long, making it difficult to read. This function deals
819 * with describing the monsters & players abilities. It should only
820 * be called with monster & player objects. Returns a description
821 * in a static buffer.
822 */
823 static const char *
824 describe_monster (const object *op)
825 {
826 static dynbuf_text buf; buf.clear ();
827
828 /* Note that the resolution this provides for players really isn't
829 * very good. Any player with a speed greater than .67 will
830 * fall into the 'lightning fast movement' category.
831 */
832 if (op->has_active_speed ())
833 switch ((int)(op->speed * 15.))
834 {
835 case 0:
836 buf << "(very slow movement)";
837 break;
838 case 1:
839 buf << "(slow movement)";
840 break;
841 case 2:
842 buf << "(normal movement)";
843 break;
844 case 3:
845 case 4:
846 buf << "(fast movement)";
847 break;
848 case 5:
849 case 6:
850 buf << "(very fast movement)";
851 break;
852 case 7:
853 case 8:
854 case 9:
855 case 10:
856 buf << "(extremely fast movement)";
857 break;
858 default:
859 buf << "(lightning fast movement)";
860 break;
861 }
862
863 if (op->flag [FLAG_UNDEAD]) buf << "(undead)";
864 if (op->flag [FLAG_SEE_INVISIBLE]) buf << "(see invisible)";
865 if (op->flag [FLAG_USE_WEAPON]) buf << "(wield weapon)";
866 if (op->flag [FLAG_USE_BOW]) buf << "(archer)";
867 if (op->flag [FLAG_USE_ARMOUR]) buf << "(wear armour)";
868 if (op->flag [FLAG_USE_RING]) buf << "(wear ring)";
869 if (op->flag [FLAG_USE_SCROLL]) buf << "(read scroll)";
870 if (op->flag [FLAG_USE_RANGE]) buf << "(fires wand/rod/horn)";
871 if (op->flag [FLAG_CAN_USE_SKILL]) buf << "(skill user)";
872 if (op->flag [FLAG_CAST_SPELL]) buf << "(spellcaster)";
873 if (op->flag [FLAG_FRIENDLY]) buf << "(friendly)";
874 if (op->flag [FLAG_UNAGGRESSIVE]) buf << "(unaggressive)";
875 if (op->flag [FLAG_HITBACK]) buf << "(hitback)";
876 if (op->flag [FLAG_STEALTH]) buf << "(stealthy)";
877
878 if (op->randomitems)
879 {
880 bool first = 1;
881
882 for (treasure *t = op->randomitems->items; t; t = t->next)
883 if (t->item && t->item->type == SPELL)
884 {
885 if (first)
886 buf << "(Spell abilities:)";
887
888 first = 0;
889
890 buf << '(' << t->item->object::name << ')';
891 }
892 }
893
894 if (op->type == PLAYER)
895 {
896 if (op->contr->digestion)
897 buf.printf ("(sustenance%+d)", op->contr->digestion);
898
899 if (op->contr->gen_grace)
900 buf.printf ("(grace%+d)", op->contr->gen_grace);
901
902 if (op->contr->gen_sp)
903 buf.printf ("(magic%+d)", op->contr->gen_sp);
904
905 if (op->contr->gen_hp)
906 buf.printf ("(regeneration%+d)", op->contr->gen_hp);
907
908 if (op->stats.luck)
909 buf.printf ("(luck%+d)", op->stats.luck);
910 }
911
912 /* describe attacktypes */
913 if (op->is_dragon ())
914 {
915 /* for dragon players display the attacktypes from clawing skill
916 * Break apart the for loop - move the comparison checking down -
917 * this makes it more readable.
918 */
919 object *tmp;
920
921 for (tmp = op->inv; tmp; tmp = tmp->below)
922 if (tmp->type == SKILL && tmp->name == shstr_clawing)
923 break;
924
925 if (tmp && tmp->attacktype)
926 buf.add_abilities ("Claws", tmp->attacktype);
927 else
928 buf.add_abilities ("Attacks", op->attacktype);
929 }
930 else
931 buf.add_abilities ("Attacks", op->attacktype);
932
933 buf.add_paths ("Attuned" , op->path_attuned);
934 buf.add_paths ("Repelled", op->path_repelled);
935 buf.add_paths ("Denied" , op->path_denied);
936
937 for (int i = 0; i < NROFATTACKS; i++)
938 if (op->resist[i])
939 buf.printf ("(%s %+d)", resist_plus[i], op->resist[i]);
940
941 return buf;
942 }
943
944 /*
945 * Returns a pointer to a static buffer which contains a
946 * description of the given object.
947 * If it is a monster, lots of information about its abilities
948 * will be returned.
949 * If it is an item, lots of information about which abilities
950 * will be gained about its user will be returned.
951 * If it is a player, it writes out the current abilities
952 * of the player, which is usually gained by the items applied.
953 * It would be really handy to actually pass another object
954 * pointer on who is examining this object. Then, you could reveal
955 * certain information depending on what the examiner knows, eg,
956 * wouldn't need to use the SEE_INVISIBLE flag to know it is
957 * a dragon player examining food. Could have things like
958 * a dwarven axe, in which the full abilities are only known to
959 * dwarves, etc.
960 *
961 * Add 'owner' who is the person examining this object.
962 * owner can be null if no one is being associated with this
963 * item (eg, debug dump or the like)
964 */
965 const char *
966 describe_item (const object *op, object *owner)
967 {
968 if (op->flag [FLAG_MONSTER] || op->type == PLAYER)
969 return describe_monster (op);
970
971 static dynbuf_text buf; buf.clear ();
972 int identified, i;
973
974 /* figure this out once, instead of making multiple calls to need_identify.
975 * also makes the code easier to read.
976 */
977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
978 if (!identified)
979 buf << "(unidentified)";
980
981 switch (op->type)
982 {
983 case RANGED:
984 case BOW:
985 case ARROW:
986 case WAND:
987 case ROD:
988 case HORN:
989 case WEAPON:
990 case ARMOUR:
991 case HELMET:
992 case SHIELD:
993 case BOOTS:
994 case GLOVES:
995 case GIRDLE:
996 case BRACERS:
997 case CLOAK:
998 case SKILL_TOOL:
999 break; /* We have more information to do below this switch */
1000
1001 case POWER_CRYSTAL:
1002 if (op->stats.maxsp > 1000)
1003 { /*higher capacity crystals */
1004 i = (op->stats.maxsp % 1000) / 100;
1005
1006 if (i)
1007 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
1008 else
1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1010 }
1011 else
1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1013
1014 i = (op->stats.sp * 10) / op->stats.maxsp;
1015 if (op->stats.sp == 0)
1016 buf << "empty";
1017 else if (i == 0)
1018 buf << "almost empty";
1019 else if (i < 3)
1020 buf << "partially filled";
1021 else if (i < 6)
1022 buf << "half full";
1023 else if (i < 9)
1024 buf << "well charged";
1025 else if (op->stats.sp == op->stats.maxsp)
1026 buf << "fully charged";
1027 else
1028 buf << "almost full";
1029
1030 buf << ')';
1031 break;
1032
1033 case LAMP:
1034 {
1035 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1036 buf << "(fuel: ";
1037 if (percent == 0)
1038 buf << "empty";
1039 else if (percent < 10)
1040 buf << "very low";
1041 else if (percent < 25)
1042 buf << "low";
1043 else if (percent < 50)
1044 buf << "half empty";
1045 else if (percent < 75)
1046 buf << "half full";
1047 else if (percent < 95)
1048 buf << "well filled";
1049 else if (percent <= 100)
1050 buf << "full";
1051 buf << ")";
1052 }
1053 break;
1054
1055 case FOOD:
1056 case FLESH:
1057 case DRINK:
1058 if (identified || op->flag [FLAG_BEEN_APPLIED])
1059 {
1060 buf.printf ("(food+%d)", op->stats.food);
1061
1062 if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled (op->last_eat))
1063 buf.printf ("(%s metabolism)", change_resist_msg[op->last_eat]);
1064
1065 if (!op->flag [FLAG_CURSED])
1066 {
1067 if (op->stats.hp) buf << "(heals)";
1068 if (op->stats.sp) buf << "(spellpoint regen)";
1069 }
1070 else
1071 {
1072 if (op->stats.hp) buf << "(damages)";
1073 if (op->stats.sp) buf << "(spellpoint depletion)";
1074 }
1075 }
1076 break;
1077
1078 case SKILL:
1079 case RING:
1080 case AMULET:
1081 if (op->item_power)
1082 buf.printf ("(item_power %+d)", op->item_power);
1083
1084 if (op->title)
1085 buf << ring_desc (op);
1086
1087 return buf;
1088
1089 default:
1090 return buf;
1091 }
1092
1093 /* Down here, we more further describe equipment type items.
1094 * only describe them if they have been identified or the like.
1095 */
1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1097 {
1098 for (int attr = 0; attr < NUM_STATS; attr++)
1099 if (int val = op->stats.stat (attr))
1100 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1101
1102 if (op->stats.exp)
1103 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1104
1105 switch (op->type)
1106 {
1107 case RANGED:
1108 case BOW:
1109 case ARROW:
1110 case GIRDLE:
1111 case HELMET:
1112 case SHIELD:
1113 case BOOTS:
1114 case GLOVES:
1115 case WEAPON:
1116 case SKILL:
1117 case RING:
1118 case AMULET:
1119 case ARMOUR:
1120 case BRACERS:
1121 case FORCE:
1122 case CLOAK:
1123 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
1124 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
1125 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
1126
1127 if ((op->type == WEAPON || op->type == BOW) && op->level > 0)
1128 buf.printf ("(improved %d/%d)", op->last_eat, op->level);
1129
1130 break;
1131
1132 default:
1133 break;
1134 }
1135
1136 if (op->flag [FLAG_XRAYS]) buf << "(xray-vision)";
1137 if (op->flag [FLAG_SEE_IN_DARK]) buf << "(infravision)";
1138
1139 /* levitate was what is was before, so we'll keep it */
1140 if (op->move_type & MOVE_FLY_LOW) buf << "(levitate)";
1141 if (op->move_type & MOVE_FLY_HIGH) buf << "(fly)";
1142 if (op->move_type & MOVE_SWIM) buf << "(swim)";
1143
1144 /* walking is presumed as 'normal', so doesn't need mentioning */
1145
1146 if (op->item_power)
1147 buf.printf ("(item_power %+d)", op->item_power);
1148 } /* End if identified or applied */
1149
1150 /* This blocks only deals with fully identified object.
1151 * it is intentional that this is not an 'else' from a above -
1152 * in this way, information is added.
1153 */
1154 if (identified)
1155 {
1156 int more_info = 0;
1157
1158 switch (op->type)
1159 {
1160 case RANGED:
1161 case ROD: /* These use stats.sp for spell selection and stats.food */
1162 case HORN: /* and stats.hp for spell-point regeneration... */
1163 case BOW:
1164 case ARROW:
1165 case WAND:
1166 case FOOD:
1167 case FLESH:
1168 case DRINK:
1169 more_info = 0;
1170 break;
1171
1172 /* Armor type objects */
1173 case ARMOUR:
1174 case HELMET:
1175 case SHIELD:
1176 case BOOTS:
1177 case GLOVES:
1178 case GIRDLE:
1179 case BRACERS:
1180 case CLOAK:
1181 if (ARMOUR_SPEED (op)) buf.printf ("(Max speed %1.2f)", ARMOUR_SPEED (op) / 10.0);
1182 if (ARMOUR_SPELLS (op)) buf.printf ("(Spell regen penalty %d)", ARMOUR_SPELLS (op));
1183 more_info = 1;
1184 break;
1185
1186 case WEAPON:
1187 /* Calculate it the same way fix_player does so the results
1188 * make sense.
1189 */
1190 i = (WEAPON_SPEED (op) * 2 - op->magic) / 2;
1191 if (i < 0)
1192 i = 0;
1193
1194 buf.printf ("(weapon speed %d)", i);
1195 more_info = 1;
1196 break;
1197 }
1198
1199 if (more_info)
1200 {
1201 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1202 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1203 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1204 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1205 }
1206
1207 if (op->stats.luck)
1208 buf.printf ("(luck%+d)", op->stats.luck);
1209
1210 if (op->flag [FLAG_LIFESAVE]) buf << "(lifesaving)";
1211 if (op->flag [FLAG_REFL_SPELL]) buf << "(reflect spells)";
1212 if (op->flag [FLAG_REFL_MISSILE]) buf << "(reflect missiles)";
1213 if (op->flag [FLAG_STEALTH]) buf << "(stealth)";
1214
1215 if (op->slaying && op->type != FOOD)
1216 buf.printf ("(slay %s)", &op->slaying);
1217
1218 if (op->type == SKILL_TOOL && op->skill)
1219 buf.printf ("(%s)", &op->skill);
1220
1221 buf.add_abilities ("Attacks", op->attacktype);
1222 /* resistance on flesh is only visible for quetzals. If
1223 * non flesh, everyone can see its resistances
1224 */
1225 if (op->type != FLESH || (owner && owner->is_dragon ()))
1226 buf << describe_resistance (op, 0);
1227
1228 buf.add_paths ("Attuned", op->path_attuned);
1229 buf.add_paths ("Repelled", op->path_repelled);
1230 buf.add_paths ("Denied", op->path_denied);
1231 }
1232
1233 return buf;
1234 }
1235
1236 std::string
1237 object::describe_item (object *who)
1238 {
1239 return std::string (::describe_item (this, who));
1240 }
1241
1242 static void
1243 describe_dump_object (dynbuf &buf, object *ob)
1244 {
1245 char *txt = dump_object (ob);
1246 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1247 buf << "\n" << txt << "\n";
1248
1249 if (!ob->is_arch ())
1250 describe_dump_object (buf, ob->arch);
1251 }
1252
1253 std::string
1254 object::describe (object *who)
1255 {
1256 dynbuf_text buf (1024, 1024);
1257
1258 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1259
1260 if (custom_name)
1261 buf.printf ("You call it %s.\r", &custom_name);
1262
1263 switch (type)
1264 {
1265 case SPELLBOOK:
1266 if (flag [FLAG_IDENTIFIED] && inv)
1267 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1268 break;
1269
1270 case BOOK:
1271 if (msg)
1272 buf << "Something is written in it.\r";
1273 break;
1274
1275 case CONTAINER:
1276 if (race)
1277 {
1278 if (weight_limit && stats.Str < 100)
1279 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1280 &race, weight_limit / (10.0 * (100 - stats.Str)));
1281 else
1282 buf.printf ("It can hold only %s.\r", &race);
1283 }
1284 else if (weight_limit && stats.Str < 100)
1285 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1286 break;
1287
1288 case WAND:
1289 if (flag [FLAG_IDENTIFIED])
1290 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1291 break;
1292 }
1293
1294 if (material != MATERIAL_NULL && !msg)
1295 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1296 << material->description
1297 << ".\r";
1298
1299 if (who)
1300 /* Where to wear this item */
1301 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1302 if (slot[i].info)
1303 {
1304 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1305
1306 if (slot[i].info < -1 && who->slot[i].info)
1307 buf.printf ("(%d)", -slot[i].info);
1308
1309 buf << ".\r";
1310 }
1311
1312 if (weight)
1313 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1314
1315 if (flag [FLAG_STARTEQUIP])
1316 buf << (nrof > 1 ? "They were" : "It was")
1317 << " given by a god and will vanish when dropped.\r";
1318
1319 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1320 {
1321 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1322
1323 if (who->is_in_shop ())
1324 {
1325 if (flag [FLAG_UNPAID])
1326 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1327 else
1328 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1329 }
1330 }
1331
1332 if (flag [FLAG_MONSTER])
1333 buf << describe_monster (who);
1334
1335 /* Is this item buildable? */
1336 if (flag [FLAG_IS_BUILDABLE])
1337 buf << "This is a buildable item.\r";
1338
1339 /* Does the object have a message? Don't show message for all object
1340 * types - especially if the first entry is a match
1341 */
1342 if (msg)
1343 {
1344 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1345 {
1346 if (!need_identify ())
1347 buf << '\r' << msg << '\n';
1348 else if (flag [FLAG_IDENTIFIED])
1349 buf << '\r' << "The object has a story:\r" << msg;
1350 }
1351 }
1352 else if (inv
1353 && inv->msg
1354 && inv->type == SPELL
1355 && flag [FLAG_IDENTIFIED]
1356 && (type == SPELLBOOK || type == ROD || type == WAND
1357 || type == ROD || type == POTION || type == SCROLL))
1358 // for spellbooks and other stuff that contains spells, print the spell message,
1359 // unless the object has a custom message handled above.
1360 buf << '\r' << inv->msg << '\n';
1361
1362 // try to display the duration for some potions and scrolls
1363 // this includes change ability potions and group spells,
1364 // but does not handle protection potions
1365 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1366 && (type == POTION || type == SCROLL))
1367 {
1368 object *spell = inv;
1369
1370 if (spell->subtype == SP_PARTY_SPELL)
1371 spell = spell->other_arch;
1372
1373 if (spell->subtype == SP_CHANGE_ABILITY)
1374 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1375 TICK2TIME (change_ability_duration (spell, this)));
1376 }
1377
1378 // some help text for skill tools
1379 if (type == SKILL_TOOL)
1380 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1381 "you can use the " << &skill << " skill as if you had learned it.>";
1382
1383 // Display a hint about inscribable items [empty books]
1384 // This includes the amount of text they can hold.
1385 if (type == INSCRIBABLE)
1386 {
1387 if (other_arch && other_arch->type == SCROLL)
1388 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1389 else
1390 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1391 weight_limit);
1392 }
1393
1394 buf << '\n';
1395
1396 // the dungeon master additionally gets a complete dump
1397 if (who && who->flag [FLAG_WIZLOOK])
1398 {
1399 buf << "\nT<Object>\n";
1400 describe_dump_object (buf, this);
1401
1402 if (inv)
1403 {
1404 buf << "\nT<Top Inventory>\n";
1405 describe_dump_object (buf, inv);
1406 }
1407 }
1408
1409 return std::string (buf.linearise (), buf.size ());
1410 }
1411
1412 void
1413 examine (object *op, object *tmp)
1414 {
1415 std::string info = tmp->describe (op);
1416
1417 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1418 }
1419
1420 /*
1421 * inventory prints object's inventory. If inv==NULL then print player's
1422 * inventory.
1423 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1424 */
1425 const char *
1426 object::query_inventory (object *who, const char *indent)
1427 {
1428 static dynbuf_text buf; buf.clear ();
1429
1430 for (object *tmp = inv; tmp; tmp = tmp->below)
1431 if (who && who->flag [FLAG_WIZ])
1432 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1433 else if (!tmp->invisible && (type == CONTAINER || tmp->flag [FLAG_APPLIED]))
1434 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1435
1436 if (buf.size ())
1437 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1438 else
1439 buf.printf ("%s(empty)\n", indent);
1440
1441 return buf;
1442 }
1443
1444 /* Return true if the item is magical. A magical item is one that
1445 * increases/decreases any abilities, provides a resistance,
1446 * has a generic magical bonus, or is an artifact.
1447 * This function is used by detect_magic to determine if an item
1448 * should be marked as magical.
1449 */
1450 int
1451 is_magical (const object *op)
1452 {
1453 int i;
1454
1455 /* living creatures are considered non magical */
1456 if (op->flag [FLAG_ALIVE])
1457 return 0;
1458
1459 /* This is a test for it being an artifact, as artifacts have titles */
1460 if (op->title != NULL)
1461 return 1;
1462
1463 /* Handle rings and amulets specially. If they change any of these
1464 * values, it means they are magical.
1465 */
1466 if ((op->type == AMULET || op->type == RING) &&
1467 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1468 return 1;
1469
1470 /* Check for stealty, speed, flying, or just plain magic in the boots */
1471 /* Presume any boots that hvae a move_type are special. */
1472 if (op->type == BOOTS && ((op->flag [FLAG_STEALTH] || op->move_type || op->stats.exp)))
1473 return 1;
1474
1475 /* Take care of amulet/shield that reflects spells/missiles */
1476 if ((op->type == AMULET || op->type == SHIELD) && (op->flag [FLAG_REFL_SPELL] || op->flag [FLAG_REFL_MISSILE]))
1477 return 1;
1478
1479 /* Take care of helmet of xrays */
1480 if (op->type == HELMET && op->flag [FLAG_XRAYS])
1481 return 1;
1482
1483 /* Potions & rods are always magical. Wands/staves are also magical,
1484 * assuming they still have any charges left.
1485 */
1486 if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food))
1487 return 1;
1488
1489 /* if something gives a protection, either positive or negative, its magical */
1490 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1491 * so this always works out fine.
1492 */
1493 for (i = ATNR_PHYSICAL + 1; i < NROFATTACKS; i++)
1494 if (op->resist[i])
1495 return 1;
1496
1497 /* Physical protection is expected on some item types, so they should
1498 * not be considered magical.
1499 */
1500 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1501 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR)
1502 return 1;
1503
1504 /* power crystal, spellbooks, and scrolls are always magical. */
1505 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1506 return 1;
1507
1508 /* Check to see if it increases/decreases any stats */
1509 for (i = 0; i < NUM_STATS; i++)
1510 if (op->stats.stat (i))
1511 return 1;
1512
1513 /* If it doesn't fall into any of the above categories, must
1514 * be non magical.
1515 */
1516 return 0;
1517 }
1518
1519 /*
1520 * Supposed to fix face-values as well here, but later.
1521 */
1522 void
1523 identify (object *op)
1524 {
1525 op->set_flag (FLAG_IDENTIFIED);
1526 op->clr_flag (FLAG_KNOWN_MAGICAL);
1527 op->clr_flag (FLAG_NO_SKILL_IDENT);
1528
1529 /*
1530 * We want autojoining of equal objects:
1531 */
1532 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
1533 op->set_flag (FLAG_KNOWN_CURSED);
1534
1535 if (op->type == POTION)
1536 {
1537 if (op->inv && op->randomitems)
1538 op->title = op->inv->name;
1539 else if (op->arch)
1540 {
1541 op->name = op->arch->object::name;
1542 op->name_pl = op->arch->object::name_pl;
1543 }
1544 }
1545
1546 /* If the object is on a map, make sure we update its face */
1547 if (op->map)
1548 update_object (op, UP_OBJ_CHANGE);
1549
1550 if (object *pl = op->visible_to ())
1551 /* A lot of the values can change from an update - might as well send
1552 * it all.
1553 */
1554 esrv_send_item (pl, op);
1555 }
1556