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/cvs/deliantra/server/common/item.c
Revision: 1.1
Committed: Fri Feb 3 07:11:31 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_item_c =
3     * "$Id: item.c,v 1.56 2006/01/07 18:56:51 akirschbaum Exp $";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <funcpoint.h>
31     #include <living.h>
32     #include <spells.h>
33    
34     /* the ordering of this is actually doesn't make a difference
35     * However, for ease of use, new entries should go at the end
36     * so those people that debug the code that get used to something
37     * being in the location 4 don't get confused.
38     *
39     * The ordering in save_name, use_name, nonuse_name.
40     * save_name is the name used to load/save it from files. It should
41     * match that of the doc/Developers/objects. The only
42     * real limitation is that it shouldn't have spaces or other characters
43     * that may mess up the match code. It must also start with body_
44     * use_name is how we describe the location if we can use it.
45     * nonuse_name is how we describe it if we can't use it. I think
46     * the values below will make it pretty clear how those work out
47     * They are basically there to make life a little easier - if a character
48     * examines an item and it says it goes on 'your arm', its pretty clear
49     * they can use it. See the last sample (commented out) for a dragon
50     * Note that using the term 'human' may not be very accurate, humanoid
51     * may be better.
52     * Basically, for the use/nonuse, the code does something like:
53     * "This item goes %s\n", with the use/nonuse values filling in the %s
54     */
55     Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
56     {"body_range", "in your range slot", "in a human's range slot"},
57     {"body_arm", "on your arm", "on a human's arm"},
58     {"body_torso", "on your body", "on a human's torso"},
59     {"body_head", "on your head", "on a human's head"},
60     {"body_neck", "around your neck", "around a humans neck"},
61     {"body_skill", "in your skill slot", "in a human's skill slot"},
62     {"body_finger", "on your finger", "on a human's finger"},
63     {"body_shoulder", "around your shoulders", "around a human's shoulders"},
64     {"body_foot", "on your feet", "on a human's feet"},
65     {"body_hand", "on your hands", "on a human's hands"},
66     {"body_wrist", "around your wrists", "around a human's wrist"},
67     {"body_waist", "around your waist", "around a human's waist"},
68    
69     /*{"body_dragon_torso", "your body", "a dragon's body"} */
70     };
71    
72     static char numbers[21][20] = {
73     "no","","two","three","four","five","six","seven","eight","nine","ten",
74     "eleven","twelve","thirteen","fourteen","fifteen","sixteen","seventeen",
75     "eighteen","nineteen","twenty"
76     };
77    
78     static char numbers_10[10][20] = {
79     "zero","ten","twenty","thirty","fourty","fifty","sixty","seventy",
80     "eighty","ninety"
81     };
82    
83     static char levelnumbers[21][20] = {
84     "zeroth","first", "second", "third", "fourth", "fifth", "sixth", "seventh",
85     "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
86     "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen",
87     "nineteen", "twentieth"
88     };
89    
90     static char levelnumbers_10[11][20] = {
91     "zeroth","tenth","twentieth","thirtieth","fortieth","fiftieth","sixtieth",
92     "seventieth","eightieth","ninetieth"
93     };
94    
95     /* The following is a large table of item types, the fields are:
96     * item number, item name, item name (plural), and two numbers that are the skills
97     * used to identify them. Anytime a new item type is added or removed, this list
98     * should be altered to reflect that. The defines for the numerical values are in
99     * define.h
100     */
101     static const typedata item_types[] = {
102     {PLAYER, "player", "players", 0, 0},
103     {ROD, "rod", "rods", SK_THAUMATURGY, 0},
104     {TREASURE, "treasure", "treasure", 0, 0},
105     {POTION, "potion", "potions", SK_ALCHEMY, 0},
106     {FOOD, "food", "food", SK_WOODSMAN, 0},
107     {POISON, "poison", "poisons", SK_ALCHEMY, 0},
108     {BOOK, "book", "books", SK_LITERACY, 0},
109     {CLOCK, "clock", "clocks", 0, 0},
110     {LIGHTNING, "lightning", "lightning", 0, 0},
111     {ARROW, "arrow", "arrows", SK_BOWYER, 0},
112     {BOW, "bow", "bows", SK_BOWYER, 0},
113     {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
114     {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
115     {PEDESTAL, "pedestal", "pedestals", 0, 0},
116     {ALTAR, "altar", "altars", 0, 0},
117     {CONFUSION, "confusion", "confusions", 0, 0},
118     {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
119     {SPECIAL_KEY, "special key", "special keys", 0, 0},
120     {MAP, "map", "maps", 0, 0},
121     {DOOR, "door", "doors", 0, 0},
122     {KEY, "key", "keys", 0, 0},
123     {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
124     {TRIGGER, "trigger", "triggers", 0, 0},
125     {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
126     {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
127     {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
128     {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
129     {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
130     {SHIELD, "shield", "shields", SK_SMITHERY, 0},
131     {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
132     {HORN, "horn", "horns", SK_THAUMATURGY, 0},
133     {MONEY, "money", "money", 0, 0},
134     {CLASS, "class", "classes", 0, 0},
135     {GRAVESTONE, "gravestone", "gravestones", 0, 0},
136     {AMULET, "amulet", "amulets", SK_JEWELER, 0},
137     {PLAYERMOVER, "player mover", "player movers", 0, 0},
138     {TELEPORTER, "teleporter", "teleporters", 0, 0},
139     {CREATOR, "creator", "creators", 0, 0},
140     {SKILL, "skill", "skills", 0, 0},
141     {EXPERIENCE, "experience", "experience", 0, 0},
142     {EARTHWALL, "earthwall", "earthwalls", 0, 0},
143     {GOLEM, "golem", "golems", 0, 0},
144     {THROWN_OBJ, "projectile", "projectiles", 0, 0},
145     {BLINDNESS, "blindness", "blindness", 0, 0},
146     {GOD, "god", "gods", 0, 0},
147     {DETECTOR, "detector", "detectors", 0, 0},
148     {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
149     {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
150     {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
151     {MARKER, "marker", "markers", 0, 0},
152     {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
153     {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
154     {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
155     {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
156     {GEM, "gem", "gems", SK_JEWELER, 0},
157     {FIREWALL, "firewall", "firewalls", 0, 0},
158     {ANVIL, "anvil", "anvils", 0, 0},
159     {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
160     {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
161     {EXIT, "exit", "exits", 0, 0},
162     {ENCOUNTER, "encounter", "encounters", 0, 0},
163     {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
164     {SHOP_MAT, "shop mat", "shop mats", 0, 0},
165     {RING, "ring", "rings", SK_JEWELER, 0},
166     {FLOOR, "floor", "floors", 0, 0},
167     {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
168     {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
169     {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
170     {LIGHTER, "lighter", "lighters", 0, 0},
171     {TRAP_PART, "trap part", "trap parts", 0, 0},
172     {WALL, "wall", "walls", 0, 0},
173     {LIGHT_SOURCE, "light source", "light sources", 0, 0},
174     {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
175     {MONSTER, "monster", "monsters", 0, 0},
176     {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
177     {LAMP, "lamp", "lamps", 0, 0},
178     {DUPLICATOR, "duplicator", "duplicators", 0, 0},
179     {TOOL, "tool", "tools", 0, 0},
180     {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
181     {BUILDFAC, "building facility", "building facilities", 0, 0},
182     {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
183     {SPINNER, "spinner", "spinners", 0, 0},
184     {GATE, "gate", "gates", 0, 0},
185     {BUTTON, "button", "buttons", 0, 0},
186     {CF_HANDLE, "cf handle", "cf handles", 0, 0},
187     {HOLE, "hole", "holes", 0, 0},
188     {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
189     {SIGN, "sign", "signs", 0, 0},
190     {BOOTS, "boots", "boots", SK_SMITHERY, 0},
191     {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
192     {SPELL, "spell", "spells", 0, 0},
193     {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
194     {CONVERTER, "converter", "converters", 0, 0},
195     {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
196     {POISONING, "poisoning", "poisonings", 0, 0},
197     {SAVEBED, "savebed", "savebeds", 0, 0},
198     {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
199     {FIREHOLES, "fireholes", "fireholes", 0, 0},
200     {WAND, "wand", "wands", SK_THAUMATURGY, 0},
201     {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
202     {DIRECTOR, "director", "directors", 0, 0},
203     {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
204     {FORCE, "force", "forces", 0, 0},
205     {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
206     {CLOSE_CON, "closed container", "closed container", 0, 0},
207     {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
208     {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
209     {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
210     {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
211     {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
212     {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
213     {MENU, "inventory list", "inventory lists", 0, 0},
214     {RUNE, "rune", "runes", 0, 0},
215     {TRAP, "trap", "traps", 0, 0},
216     {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
217     {CORPSE, "corpse", "corpses", 0, 0},
218     {DISEASE, "disease", "diseases", 0, 0},
219     {SYMPTOM, "symptom", "symptoms", 0, 0},
220     {BUILDER, "item builder", "item builders", 0, 0},
221     {MATERIAL, "building material", "building materials", 0, 0},
222     {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
223     };
224    
225     const int item_types_size=sizeof(item_types)/sizeof(*item_types);
226    
227     /*
228     materialtype material[NROFMATERIALS] = {
229     * P M F E C C A D W G P S P T F C D D C C G H B I *
230     * H A I L O O C R E H O L A U E A E E H O O O L N *
231     * Y G R E L N I A A O I O R R A N P A A U D L I T *
232     * S I E C D F D I P S S W A N R C L T O N Y N R *
233     * I C T U N O T O L E E H S T P D N *
234     {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
235     {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
236     {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
237     {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
238     {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
239     {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
240     {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
241     {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
242     {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
243     {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
244     {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
245     {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
246     {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
247     };
248     */
249    
250     /* This curve may be too steep. But the point is that there should
251     * be tough choices - there is no real point to this if everyone can
252     * wear whatever they want with no worries. Perhaps having the steep
253     * curve is good (maybe even steeper), but allowing players to
254     * have 2 * level instead. Ideally, top level characters should only be
255     * able to use 2-3 of the most powerful items.
256     * note that this table is only really used for program generated items -
257     * custom objects can use whatever they want.
258     */
259     static int enc_to_item_power[21] = {
260     0, 0, 1, 2, 3, 4, /* 5 */
261     5, 7, 9, 11, 13, /* 10 */
262     15, 18, 21, 24, 27, /* 15 */
263     30, 35, 40, 45, 50 /* 20 */
264     };
265    
266     int get_power_from_ench(int ench)
267     {
268     if (ench < 0) ench = 0;
269     if (ench > 20) ench = 20;
270     return enc_to_item_power[ench];
271     }
272    
273     /* This takes an object 'op' and figures out what its item_power
274     * rating should be. This should only really be used by the treasure
275     * generation code, and when loading legacy objects. It returns
276     * the item_power it calculates.
277     * If flag is 1, we return the number of enchantment, and not the
278     * the power. This is used in the treasure code.
279     */
280     int calc_item_power(object *op, int flag)
281     {
282     int i, tmp, enc;
283    
284     enc = 0;
285     for (i=0; i<NUM_STATS; i++)
286     enc += get_attr_value(&op->stats, i);
287    
288     /* This protection logic is pretty flawed. 20% fire resistance
289     * is much more valuable than 20% confusion, or 20% slow, or
290     * several others. Start at 1 - ignore physical - all that normal
291     * armour shouldn't be counted against
292     */
293     tmp = 0;
294     for (i=1; i<NROFATTACKS; i++)
295     tmp += op->resist[i];
296    
297     /* Add/substract 10 so that the rounding works out right */
298     if (tmp>0) enc += (tmp+10)/20;
299     else if (tmp<0) enc += (tmp - 10) / 20;
300    
301     enc += op->magic;
302    
303     /* For each attacktype a weapon has, one more encantment. Start at 1 -
304     * physical doesn't count against total.
305     */
306     if (op->type == WEAPON) {
307     for (i=1; i<NROFATTACKS; i++)
308     if (op->attacktype & (1 << i)) enc++;
309     if (op->slaying) enc += 2; /* What it slays is probably more relevent */
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) ||
316     (op->type == BRACERS ) || (op->type == CLOAK)) {
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     enc += op->stats.luck;
324    
325     /* Do spell paths now */
326     for (i=1; i<NRSPELLPATHS; i++) {
327     if (op->path_attuned& (1 << i)) enc++;
328     else if (op->path_denied & (1 << i)) enc-=2;
329     else if (op->path_repelled & (1 << i)) enc--;
330     }
331    
332     if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5;
333     if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3;
334     if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2;
335     if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1;
336     if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2;
337     if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1;
338     if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1;
339    
340     return get_power_from_ench(enc);
341    
342     }
343    
344     /* returns the typedata that has a number equal to itemtype, if there
345     * isn't one, returns NULL */
346    
347     const typedata *get_typedata(int itemtype) {
348     int i;
349     for (i=0;i<item_types_size;i++)
350     if (item_types[i].number==itemtype) return &item_types[i];
351     return NULL;
352     }
353    
354     /* returns the typedata that has a name equal to itemtype, if there
355     * isn't one, return the plural name that matches, if there still isn't
356     * one return NULL */
357    
358     const typedata *get_typedata_by_name(const char *name) {
359     int i;
360     for (i=0;i<item_types_size;i++)
361     if (!strcmp(item_types[i].name, name)) return &item_types[i];
362     for (i=0;i<item_types_size;i++)
363     if (!strcmp(item_types[i].name_pl, name)) {
364     LOG(llevInfo,
365     "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n",
366     name, item_types[i].name);
367     return &item_types[i];
368     }
369     return NULL;
370     }
371     /* describe_resistance generates the visible naming for resistances.
372     * returns a static array of the description. This can return
373     * a big buffer.
374     * if newline is true, we don't put parens around the description
375     * but do put a newline at the end. Useful when dumping to files
376     */
377     char *describe_resistance(object *op, int newline)
378     {
379     static char buf[VERY_BIG_BUF];
380     char buf1[VERY_BIG_BUF];
381     int tmpvar;
382    
383     buf[0]=0;
384     for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) {
385     if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) {
386     if (!newline)
387     sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
388     else
389     sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
390    
391     strcat(buf, buf1);
392     }
393     }
394     return buf;
395     }
396    
397    
398     /*
399     * query_weight(object) returns a character pointer to a static buffer
400     * containing the text-representation of the weight of the given object.
401     * The buffer will be overwritten by the next call to query_weight().
402     */
403    
404     char *query_weight(object *op) {
405     static char buf[10];
406     sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying;
407    
408     if(op->weight<0)
409     return " ";
410     if(i%1000)
411     sprintf(buf,"%6.1f",i/1000.0);
412     else
413     sprintf(buf,"%4d ",i/1000);
414     return buf;
415     }
416    
417     /*
418     * Returns the pointer to a static buffer containing
419     * the number requested (of the form first, second, third...)
420     */
421    
422     char *get_levelnumber(int i) {
423     static char buf[MAX_BUF];
424     if (i > 99) {
425     sprintf(buf, "%d.", i);
426     return buf;
427     }
428     if(i < 21)
429     return levelnumbers[i];
430     if(!(i%10))
431     return levelnumbers_10[i/10];
432     strcpy(buf, numbers_10[i/10]);
433     strcat(buf, levelnumbers[i%10]);
434     return buf;
435     }
436    
437    
438     /*
439     * get_number(integer) returns the text-representation of the given number
440     * in a static buffer. The buffer might be overwritten at the next
441     * call to get_number().
442     * It is currently only used by the query_name() function.
443     */
444    
445     char *get_number(int i) {
446     if(i<=20)
447     return numbers[i];
448     else {
449     static char buf[MAX_BUF];
450     sprintf(buf,"%d",i);
451     return buf;
452     }
453     }
454    
455     /*
456     * Returns pointer to static buffer containing ring's or amulet's
457     * abilities
458     * These are taken from old query_name(), but it would work better
459     * if describle_item() would be called to get this information and
460     * caller would handle FULL_RING_DESCRIPTION definition.
461     * Or make FULL_RING_DESCRIPTION standard part of a game and let
462     * client handle names.
463     */
464     /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
465     * from stats.sp - b.t.
466     */
467     char *ring_desc (object *op)
468     {
469     static char buf[VERY_BIG_BUF];
470     int attr, val,len;
471    
472     buf[0] = 0;
473    
474     if (! QUERY_FLAG(op, FLAG_IDENTIFIED))
475     return buf;
476    
477     for (attr=0; attr<NUM_STATS; attr++) {
478     if ((val=get_attr_value(&(op->stats),attr))!=0) {
479     sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
480     }
481     }
482     if(op->stats.exp)
483     sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
484     if(op->stats.wc)
485     sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
486     if(op->stats.dam)
487     sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
488     if(op->stats.ac)
489     sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
490    
491     strcat(buf,describe_resistance(op, 0));
492    
493     if (op->stats.food != 0)
494     sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
495     /* else if (op->stats.food < 0)
496     sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
497     if(op->stats.grace)
498     sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
499     if(op->stats.sp && op->type!=SKILL)
500     sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
501     if(op->stats.hp)
502     sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
503     if(op->stats.luck)
504     sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
505     if(QUERY_FLAG(op,FLAG_LIFESAVE))
506     strcat(buf,"(lifesaving)");
507     if(QUERY_FLAG(op,FLAG_REFL_SPELL))
508     strcat(buf,"(reflect spells)");
509     if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
510     strcat(buf,"(reflect missiles)");
511     if(QUERY_FLAG(op,FLAG_STEALTH))
512     strcat(buf,"(stealth)");
513     /* Shorten some of the names, so they appear better in the windows */
514     len=strlen(buf);
515     DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
516     DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
517     DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
518    
519     /* if(op->item_power)
520     sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
521     */
522     if(buf[0] == 0 && op->type!=SKILL)
523     strcpy(buf,"of adornment");
524    
525    
526     return buf;
527     }
528    
529     /*
530     * query_short_name(object) is similar to query_name, but doesn't
531     * contain any information about object status (worn/cursed/etc.)
532     */
533     const char *query_short_name(object *op)
534     {
535     static char buf[HUGE_BUF];
536     char buf2[HUGE_BUF];
537     int len=0;
538    
539     if(op->name == NULL)
540     return "(null)";
541     if(!op->nrof && !op->weight && !op->title && !is_magical(op))
542     return op->name; /* To speed things up (or make things slower?) */
543    
544     if (op->nrof <= 1)
545     safe_strcat(buf,op->name, &len, HUGE_BUF);
546     else
547     safe_strcat(buf,op->name_pl, &len, HUGE_BUF);
548    
549     if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
550     safe_strcat(buf, " ", &len, HUGE_BUF);
551     safe_strcat(buf, op->title, &len, HUGE_BUF);
552     }
553    
554     switch(op->type) {
555     case SPELLBOOK:
556     case SCROLL:
557     case WAND:
558     case ROD:
559     if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
560     if(!op->title) {
561     safe_strcat(buf," of ", &len, HUGE_BUF);
562     if (op->inv)
563     safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
564     else
565     LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
566     }
567     if(op->type != SPELLBOOK) {
568     sprintf(buf2, " (lvl %d)", op->level);
569     safe_strcat(buf, buf2, &len, HUGE_BUF);
570     }
571     }
572     break;
573    
574     case SKILL:
575     case AMULET:
576     case RING:
577     if (!op->title) {
578     /* If ring has a title, full description isn't so useful */
579     char *s = ring_desc(op);
580     if (s[0]) {
581     safe_strcat (buf, " ", &len, HUGE_BUF);
582     safe_strcat(buf, s, &len, HUGE_BUF);
583     }
584     }
585     break;
586     default:
587     if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
588     need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
589     sprintf(buf2, " %+d", op->magic);
590     safe_strcat(buf, buf2, &len, HUGE_BUF);
591     }
592     }
593     return buf;
594     }
595    
596     /*
597     * query_name(object) returns a character pointer pointing to a static
598     * buffer which contains a verbose textual representation of the name
599     * of the given object.
600     * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
601     * you can make several calls to query_name before the bufs start getting
602     * overwritten. This may be a bad thing (it may be easier to assume the value
603     * returned is good forever.) However, it makes printing statements that
604     * use several names much easier (don't need to store them to temp variables.)
605     *
606     */
607     char *query_name(object *op) {
608     static char buf[5][HUGE_BUF];
609     static int use_buf=0;
610     int len=0;
611     #ifdef NEW_MATERIAL_CODE
612     materialtype_t *mt;
613     #endif
614    
615     use_buf++;
616     use_buf %=5;
617    
618     #ifdef NEW_MATERIAL_CODE
619     if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) {
620     mt = name_to_material(op->materialname);
621     if (mt) {
622     safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF);
623     safe_strcat(buf[use_buf], " ", &len, HUGE_BUF);
624     }
625     }
626     #endif
627    
628     safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF);
629    
630     if (QUERY_FLAG(op,FLAG_INV_LOCKED))
631     safe_strcat(buf[use_buf], " *", &len, HUGE_BUF);
632     if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
633     (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
634     safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF);
635    
636     if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
637     if(QUERY_FLAG(op,FLAG_DAMNED))
638     safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF);
639     else if(QUERY_FLAG(op,FLAG_CURSED))
640     safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF);
641     }
642     /* Basically, if the object is known magical (detect magic spell on it),
643     * and it isn't identified, print out the fact that
644     * it is magical. Assume that the detect magical spell will only set
645     * KNOWN_MAGICAL if the item actually is magical.
646     *
647     * Changed in V 0.91.4 - still print that the object is magical even
648     * if it has been applied. Equipping an item does not tell full
649     * abilities, especially for artifact items.
650     */
651     if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
652     safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF);
653    
654     #if 0
655     /* item_power will be returned in desribe_item - it shouldn't really
656     * be returned in the name.
657     */
658     if(op->item_power)
659     sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)",
660     op->item_power);
661    
662     #endif
663    
664     if (QUERY_FLAG(op,FLAG_APPLIED)) {
665     switch(op->type) {
666     case BOW:
667     case WAND:
668     case ROD:
669     case HORN:
670     safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF);
671     break;
672     case WEAPON:
673     safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF);
674     break;
675     case ARMOUR:
676     case HELMET:
677     case SHIELD:
678     case RING:
679     case BOOTS:
680     case GLOVES:
681     case AMULET:
682     case GIRDLE:
683     case BRACERS:
684     case CLOAK:
685     safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF);
686     break;
687     case CONTAINER:
688     safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF);
689     break;
690     case SKILL:
691     default:
692     safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF);
693     }
694     }
695     if(QUERY_FLAG(op, FLAG_UNPAID))
696     safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF);
697    
698     return buf[use_buf];
699     }
700    
701     /*
702     * query_base_name(object) returns a character pointer pointing to a static
703     * buffer which contains a verbose textual representation of the name
704     * of the given object. The buffer will be overwritten at the next
705     * call to query_base_name(). This is a lot like query_name, but we
706     * don't include the item count or item status. Used for inventory sorting
707     * and sending to client.
708     * If plural is set, we generate the plural name of this.
709     */
710     const char *query_base_name(object *op, int plural) {
711     static char buf[MAX_BUF], buf2[MAX_BUF];
712     int len;
713     materialtype_t *mt;
714    
715     if((!plural && !op->name) || (plural && !op->name_pl))
716     return "(null)";
717    
718     if(!op->nrof && !op->weight && !op->title && !is_magical(op))
719     return op->name; /* To speed things up (or make things slower?) */
720    
721     if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname)
722     mt = name_to_material(op->materialname);
723    
724     #ifdef NEW_MATERIAL_CODE
725     if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt &&
726     op->arch->clone.materialname != mt->name &&
727     !(op->material & M_SPECIAL)) {
728     strcpy(buf, mt->description);
729     len=strlen(buf);
730     safe_strcat(buf, " ", &len, MAX_BUF);
731     if (!plural)
732     safe_strcat(buf, op->name, &len, MAX_BUF);
733     else
734     safe_strcat(buf, op->name_pl, &len, MAX_BUF);
735     } else {
736     #endif
737     if (!plural)
738     strcpy(buf, op->name);
739     else
740     strcpy(buf, op->name_pl);
741     len=strlen(buf);
742     #ifdef NEW_MATERIAL_CODE
743     }
744     #endif
745    
746     if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
747     safe_strcat(buf, " ", &len, MAX_BUF);
748     safe_strcat(buf, op->title, &len, MAX_BUF);
749     }
750    
751     switch(op->type) {
752     case SPELLBOOK:
753     case SCROLL:
754     case WAND:
755     case ROD:
756     if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
757     if(!op->title) {
758     safe_strcat(buf," of ", &len, MAX_BUF);
759     if (op->inv)
760     safe_strcat(buf,op->inv->name, &len, MAX_BUF);
761     else
762     LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
763     }
764     if(op->type != SPELLBOOK) {
765     sprintf(buf2, " (lvl %d)", op->level);
766     safe_strcat(buf, buf2, &len, MAX_BUF);
767     }
768     }
769     break;
770    
771    
772     case SKILL:
773     case AMULET:
774     case RING:
775     if (!op->title) {
776     /* If ring has a title, full description isn't so useful */
777     char *s = ring_desc(op);
778     if (s[0]) {
779     safe_strcat (buf, " ", &len, MAX_BUF);
780     safe_strcat (buf, s, &len, MAX_BUF);
781     }
782     }
783     break;
784     default:
785     if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
786     need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
787     sprintf(buf + strlen(buf), " %+d", op->magic);
788     }
789     }
790     return buf;
791     }
792    
793     /* Break this off from describe_item - that function was way
794     * too long, making it difficult to read. This function deals
795     * with describing the monsters & players abilities. It should only
796     * be called with monster & player objects. Returns a description
797     * in a static buffer.
798     */
799    
800     static char *describe_monster(object *op) {
801     char buf[MAX_BUF];
802     static char retbuf[VERY_BIG_BUF];
803     int i;
804    
805     retbuf[0]='\0';
806    
807     /* Note that the resolution this provides for players really isn't
808     * very good. Any player with a speed greater than .67 will
809     * fall into the 'lightning fast movement' category.
810     */
811     if(FABS(op->speed)>MIN_ACTIVE_SPEED) {
812     switch((int)((FABS(op->speed))*15)) {
813     case 0:
814     strcat(retbuf,"(very slow movement)");
815     break;
816     case 1:
817     strcat(retbuf,"(slow movement)");
818     break;
819     case 2:
820     strcat(retbuf,"(normal movement)");
821     break;
822     case 3:
823     case 4:
824     strcat(retbuf,"(fast movement)");
825     break;
826     case 5:
827     case 6:
828     strcat(retbuf,"(very fast movement)");
829     break;
830     case 7:
831     case 8:
832     case 9:
833     case 10:
834     strcat(retbuf,"(extremely fast movement)");
835     break;
836     default:
837     strcat(retbuf,"(lightning fast movement)");
838     break;
839     }
840     }
841     if(QUERY_FLAG(op,FLAG_UNDEAD))
842     strcat(retbuf,"(undead)");
843     if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE))
844     strcat(retbuf,"(see invisible)");
845     if(QUERY_FLAG(op,FLAG_USE_WEAPON))
846     strcat(retbuf,"(wield weapon)");
847     if(QUERY_FLAG(op,FLAG_USE_BOW))
848     strcat(retbuf,"(archer)");
849     if(QUERY_FLAG(op,FLAG_USE_ARMOUR))
850     strcat(retbuf,"(wear armour)");
851     if(QUERY_FLAG(op,FLAG_USE_RING))
852     strcat(retbuf,"(wear ring)");
853     if(QUERY_FLAG(op,FLAG_USE_SCROLL))
854     strcat(retbuf,"(read scroll)");
855     if(QUERY_FLAG(op,FLAG_USE_RANGE))
856     strcat(retbuf,"(fires wand/rod/horn)");
857     if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL))
858     strcat(retbuf,"(skill user)");
859     if(QUERY_FLAG(op,FLAG_CAST_SPELL))
860     strcat(retbuf,"(spellcaster)");
861     if(QUERY_FLAG(op,FLAG_FRIENDLY))
862     strcat(retbuf,"(friendly)");
863     if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE))
864     strcat(retbuf,"(unaggressive)");
865     if(QUERY_FLAG(op,FLAG_HITBACK))
866     strcat(retbuf,"(hitback)");
867     if(QUERY_FLAG(op,FLAG_STEALTH))
868     strcat(retbuf,"(stealthy)");
869     if(op->randomitems != NULL) {
870     treasure *t;
871     int first = 1;
872     for(t=op->randomitems->items; t != NULL; t=t->next)
873     if(t->item && (t->item->clone.type == SPELL)) {
874     if(first) {
875     first = 0;
876     strcat(retbuf,"(Spell abilities:)");
877     }
878     strcat(retbuf,"(");
879     strcat(retbuf,t->item->clone.name);
880     strcat(retbuf,")");
881     }
882     }
883     if (op->type == PLAYER) {
884     if(op->contr->digestion) {
885     if(op->contr->digestion!=0)
886     sprintf(buf,"(sustenance%+d)",op->contr->digestion);
887     strcat(retbuf,buf);
888     }
889     if(op->contr->gen_grace) {
890     sprintf(buf,"(grace%+d)",op->contr->gen_grace);
891     strcat(retbuf,buf);
892     }
893     if(op->contr->gen_sp) {
894     sprintf(buf,"(magic%+d)",op->contr->gen_sp);
895     strcat(retbuf,buf);
896     }
897     if(op->contr->gen_hp) {
898     sprintf(buf,"(regeneration%+d)",op->contr->gen_hp);
899     strcat(retbuf,buf);
900     }
901     if(op->stats.luck) {
902     sprintf(buf,"(luck%+d)",op->stats.luck);
903     strcat(retbuf,buf);
904     }
905     }
906    
907     /* describe attacktypes */
908     if (is_dragon_pl(op)) {
909     /* for dragon players display the attacktypes from clawing skill
910     * Break apart the for loop - move the comparison checking down -
911     * this makes it more readable.
912     */
913     object *tmp;
914    
915     for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
916     if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break;
917    
918     if (tmp && tmp->attacktype!=0) {
919     DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws");
920     }
921     else {
922     DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
923     }
924     } else {
925     DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
926     }
927     DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
928     DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
929     DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
930     for (i=0; i < NROFATTACKS; i++) {
931     if (op->resist[i]) {
932     sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]);
933     strcat(retbuf, buf);
934     }
935     }
936     return retbuf;
937     }
938    
939    
940     /*
941     * Returns a pointer to a static buffer which contains a
942     * description of the given object.
943     * If it is a monster, lots of information about its abilities
944     * will be returned.
945     * If it is an item, lots of information about which abilities
946     * will be gained about its user will be returned.
947     * If it is a player, it writes out the current abilities
948     * of the player, which is usually gained by the items applied.
949     * It would be really handy to actually pass another object
950     * pointer on who is examining this object. Then, you could reveal
951     * certain information depending on what the examiner knows, eg,
952     * wouldn't need to use the SEE_INVISIBLE flag to know it is
953     * a dragon player examining food. Could have things like
954     * a dwarven axe, in which the full abilities are only known to
955     * dwarves, etc.
956     *
957     * This function is really much more complicated than it should
958     * be, because different objects have different meanings
959     * for the same field (eg, wands use 'food' for charges). This
960     * means these special cases need to be worked out.
961     *
962     * Add 'owner' who is the person examining this object.
963     * owner can be null if no one is being associated with this
964     * item (eg, debug dump or the like)
965     */
966    
967     char *describe_item(object *op, object *owner) {
968     char buf[MAX_BUF];
969     static char retbuf[VERY_BIG_BUF];
970     int identified,i;
971    
972     retbuf[0]='\0';
973     if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) {
974     return describe_monster(op);
975     }
976     /* figure this out once, instead of making multiple calls to need_identify.
977     * also makes the code easier to read.
978     */
979     if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1;
980     else {
981     strcpy(retbuf,"(unidentified)");
982     identified = 0;
983     }
984     switch(op->type) {
985     case BOW:
986     case ARROW:
987     case WAND:
988     case ROD:
989     case HORN:
990     case WEAPON:
991     case ARMOUR:
992     case HELMET:
993     case SHIELD:
994     case BOOTS:
995     case GLOVES:
996     case GIRDLE:
997     case BRACERS:
998     case CLOAK:
999     case SKILL_TOOL:
1000     break; /* We have more information to do below this switch */
1001    
1002     case POWER_CRYSTAL:
1003     if (op->stats.maxsp>1000){ /*higher capacity crystals*/
1004     i = (op->stats.maxsp%100)/10;
1005     if (i)
1006     snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i);
1007     else
1008     snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100);
1009     }else
1010     snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp);
1011     strcat(retbuf,buf);
1012     i = (op->stats.sp*10)/op->stats.maxsp;
1013     if (op->stats.sp==0)
1014     strcat(retbuf,"empty.");
1015     else if (i==0)
1016     strcat(retbuf,"almost empty.");
1017     else if (i<3)
1018     strcat(retbuf,"partially filled.");
1019     else if (i<6)
1020     strcat(retbuf,"half full.");
1021     else if (i<9)
1022     strcat(retbuf,"well charged.");
1023     else if (op->stats.sp == op->stats.maxsp)
1024     strcat(retbuf,"fully charged.");
1025     else
1026     strcat(retbuf,"almost full.");
1027     break;
1028     case FOOD:
1029     case FLESH:
1030     case DRINK:
1031     if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1032     sprintf(buf,"(food+%d)", op->stats.food);
1033     strcat(retbuf, buf);
1034    
1035     if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) {
1036     sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1037     strcat(retbuf, buf);
1038     }
1039    
1040     if (!QUERY_FLAG(op,FLAG_CURSED)) {
1041     if (op->stats.hp)
1042     strcat(retbuf,"(heals)");
1043     if (op->stats.sp)
1044     strcat(retbuf,"(spellpoint regen)");
1045     }
1046     else {
1047     if (op->stats.hp)
1048     strcat(retbuf,"(damages)");
1049     if (op->stats.sp)
1050     strcat(retbuf,"(spellpoint depletion)");
1051     }
1052     }
1053     break;
1054    
1055    
1056     case SKILL:
1057     case RING:
1058     case AMULET:
1059     if(op->item_power) {
1060     sprintf(buf,"(item_power %+d)",op->item_power);
1061     strcat(retbuf,buf);
1062     }
1063     if (op->title)
1064     strcat (retbuf, ring_desc(op));
1065     return retbuf;
1066    
1067     default:
1068     return retbuf;
1069     }
1070    
1071     /* Down here, we more further describe equipment type items.
1072     * only describe them if they have been identified or the like.
1073     */
1074     if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1075     int attr,val;
1076    
1077     for (attr=0; attr<NUM_STATS; attr++) {
1078     if ((val=get_attr_value(&(op->stats),attr))!=0) {
1079     sprintf(buf, "(%s%+d)", short_stat_name[attr], val);
1080     strcat(retbuf,buf);
1081     }
1082     }
1083    
1084     if(op->stats.exp) {
1085     sprintf(buf,"(speed %+lld)",op->stats.exp);
1086     strcat(retbuf,buf);
1087     }
1088    
1089    
1090     switch(op->type) {
1091     case BOW:
1092     case ARROW:
1093     case GIRDLE:
1094     case HELMET:
1095     case SHIELD:
1096     case BOOTS:
1097     case GLOVES:
1098     case WEAPON:
1099     case SKILL:
1100     case RING:
1101     case AMULET:
1102     case ARMOUR:
1103     case BRACERS:
1104     case FORCE:
1105     case CLOAK:
1106     if(op->stats.wc) {
1107     sprintf(buf,"(wc%+d)",op->stats.wc);
1108     strcat(retbuf,buf);
1109     }
1110     if(op->stats.dam) {
1111     sprintf(buf,"(dam%+d)",op->stats.dam);
1112     strcat(retbuf,buf);
1113     }
1114     if(op->stats.ac) {
1115     sprintf(buf,"(ac%+d)",op->stats.ac);
1116     strcat(retbuf,buf);
1117     }
1118     if ((op->type==WEAPON || op->type == BOW) && op->level>0) {
1119     sprintf(buf,"(improved %d/%d)",op->last_eat,op->level);
1120     strcat(retbuf,buf);
1121     }
1122     break;
1123    
1124     default:
1125     break;
1126     }
1127     if(QUERY_FLAG(op,FLAG_XRAYS))
1128     strcat(retbuf,"(xray-vision)");
1129     if(QUERY_FLAG(op,FLAG_SEE_IN_DARK))
1130     strcat(retbuf,"(infravision)");
1131    
1132     /* levitate was what is was before, so we'll keep it */
1133     if (op->move_type & MOVE_FLY_LOW)
1134     strcat(retbuf,"(levitate)");
1135    
1136     if (op->move_type & MOVE_FLY_HIGH)
1137     strcat(retbuf,"(fly)");
1138    
1139     if (op->move_type & MOVE_SWIM)
1140     strcat(retbuf,"(swim)");
1141    
1142     /* walking is presumed as 'normal', so doesn't need mentioning */
1143    
1144     if(op->item_power) {
1145     sprintf(buf,"(item_power %+d)",op->item_power);
1146     strcat(retbuf,buf);
1147     }
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     int more_info = 0;
1156    
1157     switch(op->type) {
1158     case ROD: /* These use stats.sp for spell selection and stats.food */
1159     case HORN: /* and stats.hp for spell-point regeneration... */
1160     case BOW:
1161     case ARROW:
1162     case WAND:
1163     case FOOD:
1164     case FLESH:
1165     case DRINK:
1166     more_info = 0;
1167     break;
1168    
1169     /* Armor type objects */
1170     case ARMOUR:
1171     case HELMET:
1172     case SHIELD:
1173     case BOOTS:
1174     case GLOVES:
1175     case GIRDLE:
1176     case BRACERS:
1177     case CLOAK:
1178     if (ARMOUR_SPEED(op)) {
1179     sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0);
1180     strcat(retbuf, buf);
1181     }
1182     if (ARMOUR_SPELLS(op)) {
1183     sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op));
1184     strcat(retbuf, buf);
1185     }
1186     more_info=1;
1187     break;
1188    
1189     case WEAPON:
1190     /* Calculate it the same way fix_player does so the results
1191     * make sense.
1192     */
1193     i = (WEAPON_SPEED(op)*2-op->magic)/2;
1194     if (i<0) i=0;
1195    
1196     sprintf(buf,"(weapon speed %d)", i);
1197     strcat(retbuf, buf);
1198     more_info=1;
1199     break;
1200    
1201     }
1202     if (more_info) {
1203     if(op->stats.food) {
1204     if(op->stats.food!=0)
1205     sprintf(buf,"(sustenance%+d)",op->stats.food);
1206     strcat(retbuf,buf);
1207     }
1208     if(op->stats.grace) {
1209     sprintf(buf,"(grace%+d)",op->stats.grace);
1210     strcat(retbuf,buf);
1211     }
1212     if(op->stats.sp) {
1213     sprintf(buf,"(magic%+d)",op->stats.sp);
1214     strcat(retbuf,buf);
1215     }
1216     if(op->stats.hp) {
1217     sprintf(buf,"(regeneration%+d)",op->stats.hp);
1218     strcat(retbuf,buf);
1219     }
1220     }
1221    
1222     if(op->stats.luck) {
1223     sprintf(buf,"(luck%+d)",op->stats.luck);
1224     strcat(retbuf,buf);
1225     }
1226     if(QUERY_FLAG(op,FLAG_LIFESAVE))
1227     strcat(retbuf,"(lifesaving)");
1228     if(QUERY_FLAG(op,FLAG_REFL_SPELL))
1229     strcat(retbuf,"(reflect spells)");
1230     if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
1231     strcat(retbuf,"(reflect missiles)");
1232     if(QUERY_FLAG(op,FLAG_STEALTH))
1233     strcat(retbuf,"(stealth)");
1234     if(op->slaying!=NULL && op->type != FOOD) {
1235     sprintf(buf,"(slay %s)",op->slaying);
1236     strcat(retbuf,buf);
1237     }
1238     DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
1239     /* resistance on flesh is only visible for quetzals. If
1240     * non flesh, everyone can see its resistances
1241     */
1242     if (op->type != FLESH || (owner && is_dragon_pl(owner)))
1243     strcat(retbuf,describe_resistance(op, 0));
1244     DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
1245     DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
1246     DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
1247     }
1248    
1249     return retbuf;
1250     }
1251    
1252     /* Return true if the item is magical. A magical item is one that
1253     * increases/decreases any abilities, provides a resistance,
1254     * has a generic magical bonus, or is an artifact.
1255     * This function is used by detect_magic to determine if an item
1256     * should be marked as magical.
1257     */
1258    
1259     int is_magical(object *op) {
1260     int i;
1261    
1262     /* living creatures are considered non magical */
1263     if (QUERY_FLAG(op, FLAG_ALIVE)) return 0;
1264    
1265     /* This is a test for it being an artifact, as artifacts have titles */
1266     if (op->title!=NULL) return 1;
1267    
1268     /* Handle rings and amulets specially. If they change any of these
1269     * values, it means they are magical.
1270     */
1271     if ((op->type==AMULET || op->type==RING) &&
1272     (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1273     op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1274     return 1;
1275    
1276     /* Check for stealty, speed, flying, or just plain magic in the boots */
1277     /* Presume any boots that hvae a move_type are special. */
1278     if (op->type== BOOTS &&
1279     ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1280     return 1;
1281    
1282     /* Take care of amulet/shield that reflects spells/missiles */
1283     if ((op->type==AMULET || op->type==SHIELD) &&
1284     (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1285     return 1;
1286    
1287     /* Take care of helmet of xrays */
1288     if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1289    
1290     /* Potions & rods are always magical. Wands/staves are also magical,
1291     * assuming they still have any charges left.
1292     */
1293     if (op->type==POTION || op->type==ROD ||
1294     (op->type==WAND && op->stats.food))
1295     return 1;
1296    
1297     /* if something gives a protection, either positive or negative, its magical */
1298     /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1299     * so this always works out fine.
1300     */
1301     for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1302     if (op->resist[i]) return 1;
1303    
1304     /* Physical protection is expected on some item types, so they should
1305     * not be considered magical.
1306     */
1307     if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1308     op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1309    
1310     /* power crystal, spellbooks, and scrolls are always magical. */
1311     if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1312     op->type==SCROLL || op->type==GIRDLE)
1313     return 1;
1314    
1315     /* Check to see if it increases/decreases any stats */
1316     for (i=0; i<NUM_STATS; i++)
1317     if (get_attr_value(&(op->stats),i)!=0) return 1;
1318    
1319     /* If it doesn't fall into any of the above categories, must
1320     * be non magical.
1321     */
1322     return 0;
1323     }
1324    
1325     /* need_identify returns true if the item should be identified. This
1326     * function really should not exist - by default, any item not identified
1327     * should need it.
1328     */
1329    
1330     int need_identify(object *op) {
1331     switch(op->type) {
1332     case RING:
1333     case WAND:
1334     case ROD:
1335     case HORN:
1336     case SCROLL:
1337     case SKILL:
1338     case SKILLSCROLL:
1339     case SPELLBOOK:
1340     case FOOD:
1341     case POTION:
1342     case BOW:
1343     case ARROW:
1344     case WEAPON:
1345     case ARMOUR:
1346     case SHIELD:
1347     case HELMET:
1348     case AMULET:
1349     case BOOTS:
1350     case GLOVES:
1351     case BRACERS:
1352     case GIRDLE:
1353     case CONTAINER:
1354     case DRINK:
1355     case FLESH:
1356     case INORGANIC:
1357     case CLOSE_CON:
1358     case CLOAK:
1359     case GEM:
1360     case POWER_CRYSTAL:
1361     case POISON:
1362     case BOOK:
1363     case SKILL_TOOL:
1364     return 1;
1365     }
1366     /* Try to track down some stuff that may show up here. Thus, the
1367     * archetype file can be updated, and this function removed.
1368     */
1369     #if 0
1370     LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name);
1371     #endif
1372     return 0;
1373     }
1374    
1375    
1376     /*
1377     * Supposed to fix face-values as well here, but later.
1378     */
1379    
1380     void identify(object *op) {
1381     object *pl;
1382    
1383     SET_FLAG(op,FLAG_IDENTIFIED);
1384     CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
1385     CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT);
1386    
1387     /*
1388     * We want autojoining of equal objects:
1389     */
1390     if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED))
1391     SET_FLAG(op,FLAG_KNOWN_CURSED);
1392    
1393     if (op->type == POTION) {
1394     if (op->inv && op->randomitems) {
1395     if (op->title) free_string(op->title);
1396     op->title = add_refcount(op->inv->name);
1397     } else if (op->arch) {
1398     free_string(op->name);
1399     op->name = add_refcount(op->arch->clone.name);
1400     free_string(op->name_pl);
1401     op->name_pl = add_refcount(op->arch->clone.name_pl);
1402     }
1403     }
1404    
1405     /* If the object is on a map, make sure we update its face */
1406     if (op->map)
1407     update_object(op,UP_OBJ_FACE);
1408     else {
1409     pl = is_player_inv(op->env);
1410     if (pl)
1411     /* A lot of the values can change from an update - might as well send
1412     * it all.
1413     */
1414     esrv_send_item(pl, op);
1415     }
1416     }