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/cvs/deliantra/server/common/item.c
Revision: 1.1.1.3 (vendor branch)
Committed: Wed Mar 15 14:04:36 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, LAST_C_VERSION, difficulty_fix_merge_060810_2300
Branch point for: difficulty_fix
Changes since 1.1.1.2: +1 -2 lines
Log Message:
cvs -z9 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_03_15

File Contents

# Content
1 /*
2 * static char *rcsid_item_c =
3 * "$Id: item.c,v 1.58 2006/02/22 09:47:35 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 {LOCKED_DOOR, "locked door", "locked doors", 0, 0},
118 {SPECIAL_KEY, "special key", "special keys", 0, 0},
119 {MAP, "map", "maps", 0, 0},
120 {DOOR, "door", "doors", 0, 0},
121 {KEY, "key", "keys", 0, 0},
122 {TIMED_GATE, "timed_gate", "timed_gates", 0, 0},
123 {TRIGGER, "trigger", "triggers", 0, 0},
124 {GRIMREAPER, "grimreaper", "grimreapers", 0, 0},
125 {MAGIC_EAR, "magic ear", "magic ears", 0, 0},
126 {TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0},
127 {TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0},
128 {TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0},
129 {SHIELD, "shield", "shields", SK_SMITHERY, 0},
130 {HELMET, "helmet", "helmets", SK_SMITHERY, 0},
131 {HORN, "horn", "horns", SK_THAUMATURGY, 0},
132 {MONEY, "money", "money", 0, 0},
133 {CLASS, "class", "classes", 0, 0},
134 {GRAVESTONE, "gravestone", "gravestones", 0, 0},
135 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
136 {PLAYERMOVER, "player mover", "player movers", 0, 0},
137 {TELEPORTER, "teleporter", "teleporters", 0, 0},
138 {CREATOR, "creator", "creators", 0, 0},
139 {SKILL, "skill", "skills", 0, 0},
140 {EXPERIENCE, "experience", "experience", 0, 0},
141 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
142 {GOLEM, "golem", "golems", 0, 0},
143 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
144 {BLINDNESS, "blindness", "blindness", 0, 0},
145 {GOD, "god", "gods", 0, 0},
146 {DETECTOR, "detector", "detectors", 0, 0},
147 {TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0},
148 {DEAD_OBJECT, "dead object", "dead objects", 0, 0},
149 {DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY},
150 {MARKER, "marker", "markers", 0, 0},
151 {HOLY_ALTAR, "holy altar", "holy altars", 0, 0},
152 {PLAYER_CHANGER, "player changer", "player changers", 0, 0},
153 {BATTLEGROUND, "battleground", "battlegrounds", 0, 0},
154 {PEACEMAKER, "peacemaker", "peacemakers", 0, 0},
155 {GEM, "gem", "gems", SK_JEWELER, 0},
156 {FIREWALL, "firewall", "firewalls", 0, 0},
157 {ANVIL, "anvil", "anvils", 0, 0},
158 {CHECK_INV, "inventory checker", "inventory checkers", 0, 0},
159 {MOOD_FLOOR, "mood floor", "mood floors", 0, 0},
160 {EXIT, "exit", "exits", 0, 0},
161 {ENCOUNTER, "encounter", "encounters", 0, 0},
162 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
163 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
164 {RING, "ring", "rings", SK_JEWELER, 0},
165 {FLOOR, "floor", "floors", 0, 0},
166 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
167 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
168 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
169 {LIGHTER, "lighter", "lighters", 0, 0},
170 {TRAP_PART, "trap part", "trap parts", 0, 0},
171 {WALL, "wall", "walls", 0, 0},
172 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
173 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
174 {MONSTER, "monster", "monsters", 0, 0},
175 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
176 {LAMP, "lamp", "lamps", 0, 0},
177 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
178 {TOOL, "tool", "tools", 0, 0},
179 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
180 {BUILDFAC, "building facility", "building facilities", 0, 0},
181 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
182 {SPINNER, "spinner", "spinners", 0, 0},
183 {GATE, "gate", "gates", 0, 0},
184 {BUTTON, "button", "buttons", 0, 0},
185 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186 {HOLE, "hole", "holes", 0, 0},
187 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
188 {SIGN, "sign", "signs", 0, 0},
189 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
190 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
191 {SPELL, "spell", "spells", 0, 0},
192 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
193 {CONVERTER, "converter", "converters", 0, 0},
194 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
195 {POISONING, "poisoning", "poisonings", 0, 0},
196 {SAVEBED, "savebed", "savebeds", 0, 0},
197 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
198 {FIREHOLES, "fireholes", "fireholes", 0, 0},
199 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
200 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
201 {DIRECTOR, "director", "directors", 0, 0},
202 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
203 {FORCE, "force", "forces", 0, 0},
204 {POTION_EFFECT, "potion effect", "potion effects", 0, 0},
205 {CLOSE_CON, "closed container", "closed container", 0, 0},
206 {CONTAINER, "container", "containers", SK_ALCHEMY, 0},
207 {ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0},
208 {WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0},
209 {SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0},
210 {DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0},
211 {IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0},
212 {MENU, "inventory list", "inventory lists", 0, 0},
213 {RUNE, "rune", "runes", 0, 0},
214 {TRAP, "trap", "traps", 0, 0},
215 {POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0},
216 {CORPSE, "corpse", "corpses", 0, 0},
217 {DISEASE, "disease", "diseases", 0, 0},
218 {SYMPTOM, "symptom", "symptoms", 0, 0},
219 {BUILDER, "item builder", "item builders", 0, 0},
220 {MATERIAL, "building material", "building materials", 0, 0},
221 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
222 };
223
224 const int item_types_size=sizeof(item_types)/sizeof(*item_types);
225
226 /*
227 materialtype material[NROFMATERIALS] = {
228 * P M F E C C A D W G P S P T F C D D C C G H B I *
229 * H A I L O O C R E H O L A U E A E E H O O O L N *
230 * Y G R E L N I A A O I O R R A N P A A U D L I T *
231 * S I E C D F D I P S S W A N R C L T O N Y N R *
232 * I C T U N O T O L E E H S T P D N *
233 {"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}},
234 {"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}},
235 {"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}},
236 {"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}},
237 {"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}},
238 {"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}},
239 {"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}},
240 {"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}},
241 {"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}},
242 {"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}},
243 {"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}},
244 {"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}},
245 {"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}}
246 };
247 */
248
249 /* This curve may be too steep. But the point is that there should
250 * be tough choices - there is no real point to this if everyone can
251 * wear whatever they want with no worries. Perhaps having the steep
252 * curve is good (maybe even steeper), but allowing players to
253 * have 2 * level instead. Ideally, top level characters should only be
254 * able to use 2-3 of the most powerful items.
255 * note that this table is only really used for program generated items -
256 * custom objects can use whatever they want.
257 */
258 static int enc_to_item_power[21] = {
259 0, 0, 1, 2, 3, 4, /* 5 */
260 5, 7, 9, 11, 13, /* 10 */
261 15, 18, 21, 24, 27, /* 15 */
262 30, 35, 40, 45, 50 /* 20 */
263 };
264
265 int get_power_from_ench(int ench)
266 {
267 if (ench < 0) ench = 0;
268 if (ench > 20) ench = 20;
269 return enc_to_item_power[ench];
270 }
271
272 /* This takes an object 'op' and figures out what its item_power
273 * rating should be. This should only really be used by the treasure
274 * generation code, and when loading legacy objects. It returns
275 * the item_power it calculates.
276 * If flag is 1, we return the number of enchantment, and not the
277 * the power. This is used in the treasure code.
278 */
279 int calc_item_power(const object *op, int flag)
280 {
281 int i, tmp, enc;
282
283 enc = 0;
284 for (i=0; i<NUM_STATS; i++)
285 enc += get_attr_value(&op->stats, i);
286
287 /* This protection logic is pretty flawed. 20% fire resistance
288 * is much more valuable than 20% confusion, or 20% slow, or
289 * several others. Start at 1 - ignore physical - all that normal
290 * armour shouldn't be counted against
291 */
292 tmp = 0;
293 for (i=1; i<NROFATTACKS; i++)
294 tmp += op->resist[i];
295
296 /* Add/substract 10 so that the rounding works out right */
297 if (tmp>0) enc += (tmp+10)/20;
298 else if (tmp<0) enc += (tmp - 10) / 20;
299
300 enc += op->magic;
301
302 /* For each attacktype a weapon has, one more encantment. Start at 1 -
303 * physical doesn't count against total.
304 */
305 if (op->type == WEAPON) {
306 for (i=1; i<NROFATTACKS; i++)
307 if (op->attacktype & (1 << i)) enc++;
308 if (op->slaying) enc += 2; /* What it slays is probably more relevent */
309 }
310 /* Items the player can equip */
311 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
312 (op->type == SHIELD) || (op->type == RING) ||
313 (op->type == BOOTS) || (op->type == GLOVES) ||
314 (op->type == AMULET ) || (op->type == GIRDLE) ||
315 (op->type == BRACERS ) || (op->type == CLOAK)) {
316 enc += op->stats.food; /* sustenance */
317 enc += op->stats.hp; /* hp regen */
318 enc += op->stats.sp; /* mana regen */
319 enc += op->stats.grace; /* grace regen */
320 enc += op->stats.exp; /* speed bonus */
321 }
322 enc += op->stats.luck;
323
324 /* Do spell paths now */
325 for (i=1; i<NRSPELLPATHS; i++) {
326 if (op->path_attuned& (1 << i)) enc++;
327 else if (op->path_denied & (1 << i)) enc-=2;
328 else if (op->path_repelled & (1 << i)) enc--;
329 }
330
331 if(QUERY_FLAG(op,FLAG_LIFESAVE)) enc += 5;
332 if(QUERY_FLAG(op,FLAG_REFL_SPELL)) enc += 3;
333 if(QUERY_FLAG(op,FLAG_REFL_MISSILE)) enc += 2;
334 if(QUERY_FLAG(op,FLAG_STEALTH)) enc += 1;
335 if(QUERY_FLAG(op,FLAG_XRAYS)) enc += 2;
336 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) enc += 1;
337 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) enc += 1;
338
339 return get_power_from_ench(enc);
340
341 }
342
343 /* returns the typedata that has a number equal to itemtype, if there
344 * isn't one, returns NULL */
345
346 const typedata *get_typedata(int itemtype) {
347 int i;
348 for (i=0;i<item_types_size;i++)
349 if (item_types[i].number==itemtype) return &item_types[i];
350 return NULL;
351 }
352
353 /* returns the typedata that has a name equal to itemtype, if there
354 * isn't one, return the plural name that matches, if there still isn't
355 * one return NULL */
356
357 const typedata *get_typedata_by_name(const char *name) {
358 int i;
359 for (i=0;i<item_types_size;i++)
360 if (!strcmp(item_types[i].name, name)) return &item_types[i];
361 for (i=0;i<item_types_size;i++)
362 if (!strcmp(item_types[i].name_pl, name)) {
363 LOG(llevInfo,
364 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n",
365 name, item_types[i].name);
366 return &item_types[i];
367 }
368 return NULL;
369 }
370 /* describe_resistance generates the visible naming for resistances.
371 * returns a static array of the description. This can return
372 * a big buffer.
373 * if newline is true, we don't put parens around the description
374 * but do put a newline at the end. Useful when dumping to files
375 */
376 char *describe_resistance(const object *op, int newline)
377 {
378 static char buf[VERY_BIG_BUF];
379 char buf1[VERY_BIG_BUF];
380 int tmpvar;
381
382 buf[0]=0;
383 for (tmpvar=0; tmpvar<NROFATTACKS; tmpvar++) {
384 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar)==1)) {
385 if (!newline)
386 sprintf(buf1,"(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
387 else
388 sprintf(buf1,"%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
389
390 strcat(buf, buf1);
391 }
392 }
393 return buf;
394 }
395
396
397 /*
398 * query_weight(object) returns a character pointer to a static buffer
399 * containing the text-representation of the weight of the given object.
400 * The buffer will be overwritten by the next call to query_weight().
401 */
402
403 char *query_weight(const object *op) {
404 static char buf[10];
405 sint32 i=(op->nrof?op->nrof:1)*op->weight+op->carrying;
406
407 if(op->weight<0)
408 return " ";
409 if(i%1000)
410 sprintf(buf,"%6.1f",i/1000.0);
411 else
412 sprintf(buf,"%4d ",i/1000);
413 return buf;
414 }
415
416 /*
417 * Returns the pointer to a static buffer containing
418 * the number requested (of the form first, second, third...)
419 */
420
421 char *get_levelnumber(int i) {
422 static char buf[MAX_BUF];
423 if (i > 99) {
424 sprintf(buf, "%d.", i);
425 return buf;
426 }
427 if(i < 21)
428 return levelnumbers[i];
429 if(!(i%10))
430 return levelnumbers_10[i/10];
431 strcpy(buf, numbers_10[i/10]);
432 strcat(buf, levelnumbers[i%10]);
433 return buf;
434 }
435
436
437 /*
438 * get_number(integer) returns the text-representation of the given number
439 * in a static buffer. The buffer might be overwritten at the next
440 * call to get_number().
441 * It is currently only used by the query_name() function.
442 */
443
444 char *get_number(int i) {
445 if(i<=20)
446 return numbers[i];
447 else {
448 static char buf[MAX_BUF];
449 sprintf(buf,"%d",i);
450 return buf;
451 }
452 }
453
454 /*
455 * Returns pointer to static buffer containing ring's or amulet's
456 * abilities
457 * These are taken from old query_name(), but it would work better
458 * if describle_item() would be called to get this information and
459 * caller would handle FULL_RING_DESCRIPTION definition.
460 * Or make FULL_RING_DESCRIPTION standard part of a game and let
461 * client handle names.
462 */
463 /* Aug 95 modified this slightly so that Skill tools don't have magic bonus
464 * from stats.sp - b.t.
465 */
466 char *ring_desc (const object *op)
467 {
468 static char buf[VERY_BIG_BUF];
469 int attr, val,len;
470
471 buf[0] = 0;
472
473 if (! QUERY_FLAG(op, FLAG_IDENTIFIED))
474 return buf;
475
476 for (attr=0; attr<NUM_STATS; attr++) {
477 if ((val=get_attr_value(&(op->stats),attr))!=0) {
478 sprintf (buf+strlen(buf), "(%s%+d)", short_stat_name[attr], val);
479 }
480 }
481 if(op->stats.exp)
482 sprintf(buf+strlen(buf), "(speed %+lld)", op->stats.exp);
483 if(op->stats.wc)
484 sprintf(buf+strlen(buf), "(wc%+d)", op->stats.wc);
485 if(op->stats.dam)
486 sprintf(buf+strlen(buf), "(dam%+d)", op->stats.dam);
487 if(op->stats.ac)
488 sprintf(buf+strlen(buf), "(ac%+d)", op->stats.ac);
489
490 strcat(buf,describe_resistance(op, 0));
491
492 if (op->stats.food != 0)
493 sprintf(buf+strlen(buf), "(sustenance%+d)", op->stats.food);
494 /* else if (op->stats.food < 0)
495 sprintf(buf+strlen(buf), "(hunger%+d)", op->stats.food); */
496 if(op->stats.grace)
497 sprintf(buf+strlen(buf), "(grace%+d)", op->stats.grace);
498 if(op->stats.sp && op->type!=SKILL)
499 sprintf(buf+strlen(buf), "(magic%+d)", op->stats.sp);
500 if(op->stats.hp)
501 sprintf(buf+strlen(buf), "(regeneration%+d)", op->stats.hp);
502 if(op->stats.luck)
503 sprintf(buf+strlen(buf), "(luck%+d)", op->stats.luck);
504 if(QUERY_FLAG(op,FLAG_LIFESAVE))
505 strcat(buf,"(lifesaving)");
506 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
507 strcat(buf,"(reflect spells)");
508 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
509 strcat(buf,"(reflect missiles)");
510 if(QUERY_FLAG(op,FLAG_STEALTH))
511 strcat(buf,"(stealth)");
512 /* Shorten some of the names, so they appear better in the windows */
513 len=strlen(buf);
514 DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
515 DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
516 DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
517
518 /* if(op->item_power)
519 sprintf(buf+strlen(buf), "(item_power %+d)",op->item_power);
520 */
521 if(buf[0] == 0 && op->type!=SKILL)
522 strcpy(buf,"of adornment");
523
524
525 return buf;
526 }
527
528 /*
529 * query_short_name(object) is similar to query_name, but doesn't
530 * contain any information about object status (worn/cursed/etc.)
531 */
532 const char *query_short_name(const object *op)
533 {
534 static char buf[HUGE_BUF];
535 char buf2[HUGE_BUF];
536 int len=0;
537
538 if(op->name == NULL)
539 return "(null)";
540 if(!op->nrof && !op->weight && !op->title && !is_magical(op))
541 return op->name; /* To speed things up (or make things slower?) */
542
543 if (op->nrof <= 1)
544 safe_strcat(buf,op->name, &len, HUGE_BUF);
545 else
546 safe_strcat(buf,op->name_pl, &len, HUGE_BUF);
547
548 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
549 safe_strcat(buf, " ", &len, HUGE_BUF);
550 safe_strcat(buf, op->title, &len, HUGE_BUF);
551 }
552
553 switch(op->type) {
554 case SPELLBOOK:
555 case SCROLL:
556 case WAND:
557 case ROD:
558 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
559 if(!op->title) {
560 safe_strcat(buf," of ", &len, HUGE_BUF);
561 if (op->inv)
562 safe_strcat(buf,op->inv->name, &len, HUGE_BUF);
563 else
564 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
565 }
566 if(op->type != SPELLBOOK) {
567 sprintf(buf2, " (lvl %d)", op->level);
568 safe_strcat(buf, buf2, &len, HUGE_BUF);
569 }
570 }
571 break;
572
573 case SKILL:
574 case AMULET:
575 case RING:
576 if (!op->title) {
577 /* If ring has a title, full description isn't so useful */
578 char *s = ring_desc(op);
579 if (s[0]) {
580 safe_strcat (buf, " ", &len, HUGE_BUF);
581 safe_strcat(buf, s, &len, HUGE_BUF);
582 }
583 }
584 break;
585 default:
586 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
587 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
588 sprintf(buf2, " %+d", op->magic);
589 safe_strcat(buf, buf2, &len, HUGE_BUF);
590 }
591 }
592 return buf;
593 }
594
595 /*
596 * query_name(object) returns a character pointer pointing to a static
597 * buffer which contains a verbose textual representation of the name
598 * of the given object.
599 * cf 0.92.6: Put in 5 buffers that it will cycle through. In this way,
600 * you can make several calls to query_name before the bufs start getting
601 * overwritten. This may be a bad thing (it may be easier to assume the value
602 * returned is good forever.) However, it makes printing statements that
603 * use several names much easier (don't need to store them to temp variables.)
604 *
605 */
606 char *query_name(const object *op) {
607 static char buf[5][HUGE_BUF];
608 static int use_buf=0;
609 int len=0;
610 #ifdef NEW_MATERIAL_CODE
611 materialtype_t *mt;
612 #endif
613
614 use_buf++;
615 use_buf %=5;
616
617 #ifdef NEW_MATERIAL_CODE
618 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) {
619 mt = name_to_material(op->materialname);
620 if (mt) {
621 safe_strcat(buf[use_buf], mt->description, &len, HUGE_BUF);
622 safe_strcat(buf[use_buf], " ", &len, HUGE_BUF);
623 }
624 }
625 #endif
626
627 safe_strcat(buf[use_buf], query_short_name(op), &len, HUGE_BUF);
628
629 if (QUERY_FLAG(op,FLAG_INV_LOCKED))
630 safe_strcat(buf[use_buf], " *", &len, HUGE_BUF);
631 if (op->type == CONTAINER && ((op->env && op->env->container == op) ||
632 (!op->env && QUERY_FLAG(op,FLAG_APPLIED))))
633 safe_strcat(buf[use_buf]," (open)", &len, HUGE_BUF);
634
635 if (QUERY_FLAG(op,FLAG_KNOWN_CURSED)) {
636 if(QUERY_FLAG(op,FLAG_DAMNED))
637 safe_strcat(buf[use_buf], " (damned)", &len, HUGE_BUF);
638 else if(QUERY_FLAG(op,FLAG_CURSED))
639 safe_strcat(buf[use_buf], " (cursed)", &len, HUGE_BUF);
640 }
641 /* Basically, if the object is known magical (detect magic spell on it),
642 * and it isn't identified, print out the fact that
643 * it is magical. Assume that the detect magical spell will only set
644 * KNOWN_MAGICAL if the item actually is magical.
645 *
646 * Changed in V 0.91.4 - still print that the object is magical even
647 * if it has been applied. Equipping an item does not tell full
648 * abilities, especially for artifact items.
649 */
650 if (QUERY_FLAG(op,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op,FLAG_IDENTIFIED))
651 safe_strcat(buf[use_buf], " (magic)", &len, HUGE_BUF);
652
653 #if 0
654 /* item_power will be returned in desribe_item - it shouldn't really
655 * be returned in the name.
656 */
657 if(op->item_power)
658 sprintf(buf[use_buf]+strlen(buf[use_buf]), "(item_power %+d)",
659 op->item_power);
660
661 #endif
662
663 if (QUERY_FLAG(op,FLAG_APPLIED)) {
664 switch(op->type) {
665 case BOW:
666 case WAND:
667 case ROD:
668 case HORN:
669 safe_strcat(buf[use_buf]," (readied)", &len, HUGE_BUF);
670 break;
671 case WEAPON:
672 safe_strcat(buf[use_buf]," (wielded)", &len, HUGE_BUF);
673 break;
674 case ARMOUR:
675 case HELMET:
676 case SHIELD:
677 case RING:
678 case BOOTS:
679 case GLOVES:
680 case AMULET:
681 case GIRDLE:
682 case BRACERS:
683 case CLOAK:
684 safe_strcat(buf[use_buf]," (worn)", &len, HUGE_BUF);
685 break;
686 case CONTAINER:
687 safe_strcat(buf[use_buf]," (active)", &len, HUGE_BUF);
688 break;
689 case SKILL:
690 default:
691 safe_strcat(buf[use_buf]," (applied)", &len, HUGE_BUF);
692 }
693 }
694 if(QUERY_FLAG(op, FLAG_UNPAID))
695 safe_strcat(buf[use_buf]," (unpaid)", &len, HUGE_BUF);
696
697 return buf[use_buf];
698 }
699
700 /*
701 * query_base_name(object) returns a character pointer pointing to a static
702 * buffer which contains a verbose textual representation of the name
703 * of the given object. The buffer will be overwritten at the next
704 * call to query_base_name(). This is a lot like query_name, but we
705 * don't include the item count or item status. Used for inventory sorting
706 * and sending to client.
707 * If plural is set, we generate the plural name of this.
708 */
709 const char *query_base_name(const object *op, int plural) {
710 static char buf[MAX_BUF], buf2[MAX_BUF];
711 int len;
712 materialtype_t *mt;
713
714 if((!plural && !op->name) || (plural && !op->name_pl))
715 return "(null)";
716
717 if(!op->nrof && !op->weight && !op->title && !is_magical(op))
718 return op->name; /* To speed things up (or make things slower?) */
719
720 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname)
721 mt = name_to_material(op->materialname);
722
723 #ifdef NEW_MATERIAL_CODE
724 if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname && mt &&
725 op->arch->clone.materialname != mt->name &&
726 !(op->material & M_SPECIAL)) {
727 strcpy(buf, mt->description);
728 len=strlen(buf);
729 safe_strcat(buf, " ", &len, MAX_BUF);
730 if (!plural)
731 safe_strcat(buf, op->name, &len, MAX_BUF);
732 else
733 safe_strcat(buf, op->name_pl, &len, MAX_BUF);
734 } else {
735 #endif
736 if (!plural)
737 strcpy(buf, op->name);
738 else
739 strcpy(buf, op->name_pl);
740 len=strlen(buf);
741 #ifdef NEW_MATERIAL_CODE
742 }
743 #endif
744
745 if (op->title && QUERY_FLAG(op,FLAG_IDENTIFIED)) {
746 safe_strcat(buf, " ", &len, MAX_BUF);
747 safe_strcat(buf, op->title, &len, MAX_BUF);
748 }
749
750 switch(op->type) {
751 case SPELLBOOK:
752 case SCROLL:
753 case WAND:
754 case ROD:
755 if (QUERY_FLAG(op,FLAG_IDENTIFIED)||QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
756 if(!op->title) {
757 safe_strcat(buf," of ", &len, MAX_BUF);
758 if (op->inv)
759 safe_strcat(buf,op->inv->name, &len, MAX_BUF);
760 else
761 LOG(llevError,"Spellbook %s lacks inventory\n", op->name);
762 }
763 if(op->type != SPELLBOOK) {
764 sprintf(buf2, " (lvl %d)", op->level);
765 safe_strcat(buf, buf2, &len, MAX_BUF);
766 }
767 }
768 break;
769
770
771 case SKILL:
772 case AMULET:
773 case RING:
774 if (!op->title) {
775 /* If ring has a title, full description isn't so useful */
776 char *s = ring_desc(op);
777 if (s[0]) {
778 safe_strcat (buf, " ", &len, MAX_BUF);
779 safe_strcat (buf, s, &len, MAX_BUF);
780 }
781 }
782 break;
783 default:
784 if(op->magic && ((QUERY_FLAG(op,FLAG_BEEN_APPLIED) &&
785 need_identify(op)) || QUERY_FLAG(op,FLAG_IDENTIFIED))) {
786 sprintf(buf + strlen(buf), " %+d", op->magic);
787 }
788 }
789 return buf;
790 }
791
792 /* Break this off from describe_item - that function was way
793 * too long, making it difficult to read. This function deals
794 * with describing the monsters & players abilities. It should only
795 * be called with monster & player objects. Returns a description
796 * in a static buffer.
797 */
798
799 static char *describe_monster(const object *op) {
800 char buf[MAX_BUF];
801 static char retbuf[VERY_BIG_BUF];
802 int i;
803
804 retbuf[0]='\0';
805
806 /* Note that the resolution this provides for players really isn't
807 * very good. Any player with a speed greater than .67 will
808 * fall into the 'lightning fast movement' category.
809 */
810 if(FABS(op->speed)>MIN_ACTIVE_SPEED) {
811 switch((int)((FABS(op->speed))*15)) {
812 case 0:
813 strcat(retbuf,"(very slow movement)");
814 break;
815 case 1:
816 strcat(retbuf,"(slow movement)");
817 break;
818 case 2:
819 strcat(retbuf,"(normal movement)");
820 break;
821 case 3:
822 case 4:
823 strcat(retbuf,"(fast movement)");
824 break;
825 case 5:
826 case 6:
827 strcat(retbuf,"(very fast movement)");
828 break;
829 case 7:
830 case 8:
831 case 9:
832 case 10:
833 strcat(retbuf,"(extremely fast movement)");
834 break;
835 default:
836 strcat(retbuf,"(lightning fast movement)");
837 break;
838 }
839 }
840 if(QUERY_FLAG(op,FLAG_UNDEAD))
841 strcat(retbuf,"(undead)");
842 if(QUERY_FLAG(op,FLAG_SEE_INVISIBLE))
843 strcat(retbuf,"(see invisible)");
844 if(QUERY_FLAG(op,FLAG_USE_WEAPON))
845 strcat(retbuf,"(wield weapon)");
846 if(QUERY_FLAG(op,FLAG_USE_BOW))
847 strcat(retbuf,"(archer)");
848 if(QUERY_FLAG(op,FLAG_USE_ARMOUR))
849 strcat(retbuf,"(wear armour)");
850 if(QUERY_FLAG(op,FLAG_USE_RING))
851 strcat(retbuf,"(wear ring)");
852 if(QUERY_FLAG(op,FLAG_USE_SCROLL))
853 strcat(retbuf,"(read scroll)");
854 if(QUERY_FLAG(op,FLAG_USE_RANGE))
855 strcat(retbuf,"(fires wand/rod/horn)");
856 if(QUERY_FLAG(op,FLAG_CAN_USE_SKILL))
857 strcat(retbuf,"(skill user)");
858 if(QUERY_FLAG(op,FLAG_CAST_SPELL))
859 strcat(retbuf,"(spellcaster)");
860 if(QUERY_FLAG(op,FLAG_FRIENDLY))
861 strcat(retbuf,"(friendly)");
862 if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE))
863 strcat(retbuf,"(unaggressive)");
864 if(QUERY_FLAG(op,FLAG_HITBACK))
865 strcat(retbuf,"(hitback)");
866 if(QUERY_FLAG(op,FLAG_STEALTH))
867 strcat(retbuf,"(stealthy)");
868 if(op->randomitems != NULL) {
869 treasure *t;
870 int first = 1;
871 for(t=op->randomitems->items; t != NULL; t=t->next)
872 if(t->item && (t->item->clone.type == SPELL)) {
873 if(first) {
874 first = 0;
875 strcat(retbuf,"(Spell abilities:)");
876 }
877 strcat(retbuf,"(");
878 strcat(retbuf,t->item->clone.name);
879 strcat(retbuf,")");
880 }
881 }
882 if (op->type == PLAYER) {
883 if(op->contr->digestion) {
884 if(op->contr->digestion!=0)
885 sprintf(buf,"(sustenance%+d)",op->contr->digestion);
886 strcat(retbuf,buf);
887 }
888 if(op->contr->gen_grace) {
889 sprintf(buf,"(grace%+d)",op->contr->gen_grace);
890 strcat(retbuf,buf);
891 }
892 if(op->contr->gen_sp) {
893 sprintf(buf,"(magic%+d)",op->contr->gen_sp);
894 strcat(retbuf,buf);
895 }
896 if(op->contr->gen_hp) {
897 sprintf(buf,"(regeneration%+d)",op->contr->gen_hp);
898 strcat(retbuf,buf);
899 }
900 if(op->stats.luck) {
901 sprintf(buf,"(luck%+d)",op->stats.luck);
902 strcat(retbuf,buf);
903 }
904 }
905
906 /* describe attacktypes */
907 if (is_dragon_pl(op)) {
908 /* for dragon players display the attacktypes from clawing skill
909 * Break apart the for loop - move the comparison checking down -
910 * this makes it more readable.
911 */
912 object *tmp;
913
914 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below)
915 if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break;
916
917 if (tmp && tmp->attacktype!=0) {
918 DESCRIBE_ABILITY(retbuf, tmp->attacktype, "Claws");
919 }
920 else {
921 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
922 }
923 } else {
924 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
925 }
926 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
927 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
928 DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
929 for (i=0; i < NROFATTACKS; i++) {
930 if (op->resist[i]) {
931 sprintf(buf, "(%s %+d)", resist_plus[i], op->resist[i]);
932 strcat(retbuf, buf);
933 }
934 }
935 return retbuf;
936 }
937
938
939 /*
940 * Returns a pointer to a static buffer which contains a
941 * description of the given object.
942 * If it is a monster, lots of information about its abilities
943 * will be returned.
944 * If it is an item, lots of information about which abilities
945 * will be gained about its user will be returned.
946 * If it is a player, it writes out the current abilities
947 * of the player, which is usually gained by the items applied.
948 * It would be really handy to actually pass another object
949 * pointer on who is examining this object. Then, you could reveal
950 * certain information depending on what the examiner knows, eg,
951 * wouldn't need to use the SEE_INVISIBLE flag to know it is
952 * a dragon player examining food. Could have things like
953 * a dwarven axe, in which the full abilities are only known to
954 * dwarves, etc.
955 *
956 * This function is really much more complicated than it should
957 * be, because different objects have different meanings
958 * for the same field (eg, wands use 'food' for charges). This
959 * means these special cases need to be worked out.
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
966 char *describe_item(const object *op, object *owner) {
967 char buf[MAX_BUF];
968 static char retbuf[VERY_BIG_BUF];
969 int identified,i;
970
971 retbuf[0]='\0';
972 if(QUERY_FLAG(op,FLAG_MONSTER) || op->type==PLAYER) {
973 return describe_monster(op);
974 }
975 /* figure this out once, instead of making multiple calls to need_identify.
976 * also makes the code easier to read.
977 */
978 if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1;
979 else {
980 strcpy(retbuf,"(unidentified)");
981 identified = 0;
982 }
983 switch(op->type) {
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){ /*higher capacity crystals*/
1003 i = (op->stats.maxsp%100)/10;
1004 if (i)
1005 snprintf(buf,MAX_BUF,"(capacity %d.%dk). It is ",op->stats.maxsp/100,i);
1006 else
1007 snprintf(buf,MAX_BUF,"(capacity %dk). It is ",op->stats.maxsp/100);
1008 }else
1009 snprintf(buf,MAX_BUF,"(capacity %d). It is ",op->stats.maxsp);
1010 strcat(retbuf,buf);
1011 i = (op->stats.sp*10)/op->stats.maxsp;
1012 if (op->stats.sp==0)
1013 strcat(retbuf,"empty.");
1014 else if (i==0)
1015 strcat(retbuf,"almost empty.");
1016 else if (i<3)
1017 strcat(retbuf,"partially filled.");
1018 else if (i<6)
1019 strcat(retbuf,"half full.");
1020 else if (i<9)
1021 strcat(retbuf,"well charged.");
1022 else if (op->stats.sp == op->stats.maxsp)
1023 strcat(retbuf,"fully charged.");
1024 else
1025 strcat(retbuf,"almost full.");
1026 break;
1027 case FOOD:
1028 case FLESH:
1029 case DRINK:
1030 if(identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1031 sprintf(buf,"(food+%d)", op->stats.food);
1032 strcat(retbuf, buf);
1033
1034 if (op->type == FLESH && op->last_eat>0 && atnr_is_dragon_enabled(op->last_eat)) {
1035 sprintf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
1036 strcat(retbuf, buf);
1037 }
1038
1039 if (!QUERY_FLAG(op,FLAG_CURSED)) {
1040 if (op->stats.hp)
1041 strcat(retbuf,"(heals)");
1042 if (op->stats.sp)
1043 strcat(retbuf,"(spellpoint regen)");
1044 }
1045 else {
1046 if (op->stats.hp)
1047 strcat(retbuf,"(damages)");
1048 if (op->stats.sp)
1049 strcat(retbuf,"(spellpoint depletion)");
1050 }
1051 }
1052 break;
1053
1054
1055 case SKILL:
1056 case RING:
1057 case AMULET:
1058 if(op->item_power) {
1059 sprintf(buf,"(item_power %+d)",op->item_power);
1060 strcat(retbuf,buf);
1061 }
1062 if (op->title)
1063 strcat (retbuf, ring_desc(op));
1064 return retbuf;
1065
1066 default:
1067 return retbuf;
1068 }
1069
1070 /* Down here, we more further describe equipment type items.
1071 * only describe them if they have been identified or the like.
1072 */
1073 if (identified || QUERY_FLAG(op,FLAG_BEEN_APPLIED)) {
1074 int attr,val;
1075
1076 for (attr=0; attr<NUM_STATS; attr++) {
1077 if ((val=get_attr_value(&(op->stats),attr))!=0) {
1078 sprintf(buf, "(%s%+d)", short_stat_name[attr], val);
1079 strcat(retbuf,buf);
1080 }
1081 }
1082
1083 if(op->stats.exp) {
1084 sprintf(buf,"(speed %+lld)",op->stats.exp);
1085 strcat(retbuf,buf);
1086 }
1087
1088
1089 switch(op->type) {
1090 case BOW:
1091 case ARROW:
1092 case GIRDLE:
1093 case HELMET:
1094 case SHIELD:
1095 case BOOTS:
1096 case GLOVES:
1097 case WEAPON:
1098 case SKILL:
1099 case RING:
1100 case AMULET:
1101 case ARMOUR:
1102 case BRACERS:
1103 case FORCE:
1104 case CLOAK:
1105 if(op->stats.wc) {
1106 sprintf(buf,"(wc%+d)",op->stats.wc);
1107 strcat(retbuf,buf);
1108 }
1109 if(op->stats.dam) {
1110 sprintf(buf,"(dam%+d)",op->stats.dam);
1111 strcat(retbuf,buf);
1112 }
1113 if(op->stats.ac) {
1114 sprintf(buf,"(ac%+d)",op->stats.ac);
1115 strcat(retbuf,buf);
1116 }
1117 if ((op->type==WEAPON || op->type == BOW) && op->level>0) {
1118 sprintf(buf,"(improved %d/%d)",op->last_eat,op->level);
1119 strcat(retbuf,buf);
1120 }
1121 break;
1122
1123 default:
1124 break;
1125 }
1126 if(QUERY_FLAG(op,FLAG_XRAYS))
1127 strcat(retbuf,"(xray-vision)");
1128 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK))
1129 strcat(retbuf,"(infravision)");
1130
1131 /* levitate was what is was before, so we'll keep it */
1132 if (op->move_type & MOVE_FLY_LOW)
1133 strcat(retbuf,"(levitate)");
1134
1135 if (op->move_type & MOVE_FLY_HIGH)
1136 strcat(retbuf,"(fly)");
1137
1138 if (op->move_type & MOVE_SWIM)
1139 strcat(retbuf,"(swim)");
1140
1141 /* walking is presumed as 'normal', so doesn't need mentioning */
1142
1143 if(op->item_power) {
1144 sprintf(buf,"(item_power %+d)",op->item_power);
1145 strcat(retbuf,buf);
1146 }
1147 } /* End if identified or applied */
1148
1149 /* This blocks only deals with fully identified object.
1150 * it is intentional that this is not an 'else' from a above -
1151 * in this way, information is added.
1152 */
1153 if(identified) {
1154 int more_info = 0;
1155
1156 switch(op->type) {
1157 case ROD: /* These use stats.sp for spell selection and stats.food */
1158 case HORN: /* and stats.hp for spell-point regeneration... */
1159 case BOW:
1160 case ARROW:
1161 case WAND:
1162 case FOOD:
1163 case FLESH:
1164 case DRINK:
1165 more_info = 0;
1166 break;
1167
1168 /* Armor type objects */
1169 case ARMOUR:
1170 case HELMET:
1171 case SHIELD:
1172 case BOOTS:
1173 case GLOVES:
1174 case GIRDLE:
1175 case BRACERS:
1176 case CLOAK:
1177 if (ARMOUR_SPEED(op)) {
1178 sprintf(buf,"(Max speed %1.2f)", ARMOUR_SPEED(op) / 10.0);
1179 strcat(retbuf, buf);
1180 }
1181 if (ARMOUR_SPELLS(op)) {
1182 sprintf(buf,"(Spell regen penalty %d)", ARMOUR_SPELLS(op));
1183 strcat(retbuf, buf);
1184 }
1185 more_info=1;
1186 break;
1187
1188 case WEAPON:
1189 /* Calculate it the same way fix_player does so the results
1190 * make sense.
1191 */
1192 i = (WEAPON_SPEED(op)*2-op->magic)/2;
1193 if (i<0) i=0;
1194
1195 sprintf(buf,"(weapon speed %d)", i);
1196 strcat(retbuf, buf);
1197 more_info=1;
1198 break;
1199
1200 }
1201 if (more_info) {
1202 if(op->stats.food) {
1203 if(op->stats.food!=0)
1204 sprintf(buf,"(sustenance%+d)",op->stats.food);
1205 strcat(retbuf,buf);
1206 }
1207 if(op->stats.grace) {
1208 sprintf(buf,"(grace%+d)",op->stats.grace);
1209 strcat(retbuf,buf);
1210 }
1211 if(op->stats.sp) {
1212 sprintf(buf,"(magic%+d)",op->stats.sp);
1213 strcat(retbuf,buf);
1214 }
1215 if(op->stats.hp) {
1216 sprintf(buf,"(regeneration%+d)",op->stats.hp);
1217 strcat(retbuf,buf);
1218 }
1219 }
1220
1221 if(op->stats.luck) {
1222 sprintf(buf,"(luck%+d)",op->stats.luck);
1223 strcat(retbuf,buf);
1224 }
1225 if(QUERY_FLAG(op,FLAG_LIFESAVE))
1226 strcat(retbuf,"(lifesaving)");
1227 if(QUERY_FLAG(op,FLAG_REFL_SPELL))
1228 strcat(retbuf,"(reflect spells)");
1229 if(QUERY_FLAG(op,FLAG_REFL_MISSILE))
1230 strcat(retbuf,"(reflect missiles)");
1231 if(QUERY_FLAG(op,FLAG_STEALTH))
1232 strcat(retbuf,"(stealth)");
1233 if(op->slaying!=NULL && op->type != FOOD) {
1234 sprintf(buf,"(slay %s)",op->slaying);
1235 strcat(retbuf,buf);
1236 }
1237 DESCRIBE_ABILITY(retbuf, op->attacktype, "Attacks");
1238 /* resistance on flesh is only visible for quetzals. If
1239 * non flesh, everyone can see its resistances
1240 */
1241 if (op->type != FLESH || (owner && is_dragon_pl(owner)))
1242 strcat(retbuf,describe_resistance(op, 0));
1243 DESCRIBE_PATH(retbuf, op->path_attuned, "Attuned");
1244 DESCRIBE_PATH(retbuf, op->path_repelled, "Repelled");
1245 DESCRIBE_PATH(retbuf, op->path_denied, "Denied");
1246 }
1247
1248 return retbuf;
1249 }
1250
1251 /* Return true if the item is magical. A magical item is one that
1252 * increases/decreases any abilities, provides a resistance,
1253 * has a generic magical bonus, or is an artifact.
1254 * This function is used by detect_magic to determine if an item
1255 * should be marked as magical.
1256 */
1257
1258 int is_magical(const object *op) {
1259 int i;
1260
1261 /* living creatures are considered non magical */
1262 if (QUERY_FLAG(op, FLAG_ALIVE)) return 0;
1263
1264 /* This is a test for it being an artifact, as artifacts have titles */
1265 if (op->title!=NULL) return 1;
1266
1267 /* Handle rings and amulets specially. If they change any of these
1268 * values, it means they are magical.
1269 */
1270 if ((op->type==AMULET || op->type==RING) &&
1271 (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam ||
1272 op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck))
1273 return 1;
1274
1275 /* Check for stealty, speed, flying, or just plain magic in the boots */
1276 /* Presume any boots that hvae a move_type are special. */
1277 if (op->type== BOOTS &&
1278 ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp)))
1279 return 1;
1280
1281 /* Take care of amulet/shield that reflects spells/missiles */
1282 if ((op->type==AMULET || op->type==SHIELD) &&
1283 (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE)))
1284 return 1;
1285
1286 /* Take care of helmet of xrays */
1287 if (op->type==HELMET && QUERY_FLAG(op,FLAG_XRAYS)) return 1;
1288
1289 /* Potions & rods are always magical. Wands/staves are also magical,
1290 * assuming they still have any charges left.
1291 */
1292 if (op->type==POTION || op->type==ROD ||
1293 (op->type==WAND && op->stats.food))
1294 return 1;
1295
1296 /* if something gives a protection, either positive or negative, its magical */
1297 /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0,
1298 * so this always works out fine.
1299 */
1300 for (i=ATNR_PHYSICAL+1; i<NROFATTACKS; i++)
1301 if (op->resist[i]) return 1;
1302
1303 /* Physical protection is expected on some item types, so they should
1304 * not be considered magical.
1305 */
1306 if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD &&
1307 op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1;
1308
1309 /* power crystal, spellbooks, and scrolls are always magical. */
1310 if (op->magic || op->type==POWER_CRYSTAL || op->type==SPELLBOOK ||
1311 op->type==SCROLL || op->type==GIRDLE)
1312 return 1;
1313
1314 /* Check to see if it increases/decreases any stats */
1315 for (i=0; i<NUM_STATS; i++)
1316 if (get_attr_value(&(op->stats),i)!=0) return 1;
1317
1318 /* If it doesn't fall into any of the above categories, must
1319 * be non magical.
1320 */
1321 return 0;
1322 }
1323
1324 /* need_identify returns true if the item should be identified. This
1325 * function really should not exist - by default, any item not identified
1326 * should need it.
1327 */
1328
1329 int need_identify(const object *op) {
1330 switch(op->type) {
1331 case RING:
1332 case WAND:
1333 case ROD:
1334 case HORN:
1335 case SCROLL:
1336 case SKILL:
1337 case SKILLSCROLL:
1338 case SPELLBOOK:
1339 case FOOD:
1340 case POTION:
1341 case BOW:
1342 case ARROW:
1343 case WEAPON:
1344 case ARMOUR:
1345 case SHIELD:
1346 case HELMET:
1347 case AMULET:
1348 case BOOTS:
1349 case GLOVES:
1350 case BRACERS:
1351 case GIRDLE:
1352 case CONTAINER:
1353 case DRINK:
1354 case FLESH:
1355 case INORGANIC:
1356 case CLOSE_CON:
1357 case CLOAK:
1358 case GEM:
1359 case POWER_CRYSTAL:
1360 case POISON:
1361 case BOOK:
1362 case SKILL_TOOL:
1363 return 1;
1364 }
1365 /* Try to track down some stuff that may show up here. Thus, the
1366 * archetype file can be updated, and this function removed.
1367 */
1368 #if 0
1369 LOG(llevDebug,"need_identify: %s does not need to be id'd\n", op->name);
1370 #endif
1371 return 0;
1372 }
1373
1374
1375 /*
1376 * Supposed to fix face-values as well here, but later.
1377 */
1378
1379 void identify(object *op) {
1380 object *pl;
1381
1382 SET_FLAG(op,FLAG_IDENTIFIED);
1383 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
1384 CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT);
1385
1386 /*
1387 * We want autojoining of equal objects:
1388 */
1389 if (QUERY_FLAG(op,FLAG_CURSED) || QUERY_FLAG(op,FLAG_DAMNED))
1390 SET_FLAG(op,FLAG_KNOWN_CURSED);
1391
1392 if (op->type == POTION) {
1393 if (op->inv && op->randomitems) {
1394 if (op->title) free_string(op->title);
1395 op->title = add_refcount(op->inv->name);
1396 } else if (op->arch) {
1397 free_string(op->name);
1398 op->name = add_refcount(op->arch->clone.name);
1399 free_string(op->name_pl);
1400 op->name_pl = add_refcount(op->arch->clone.name_pl);
1401 }
1402 }
1403
1404 /* If the object is on a map, make sure we update its face */
1405 if (op->map)
1406 update_object(op,UP_OBJ_FACE);
1407 else {
1408 pl = is_player_inv(op->env);
1409 if (pl)
1410 /* A lot of the values can change from an update - might as well send
1411 * it all.
1412 */
1413 esrv_send_item(pl, op);
1414 }
1415 }