/* * static char *rcsid_item_c = * "$Id: item.c 13899 2010-09-26 16:25:57Z ryo_saeba $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2006 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /** * @file * Those functions deal with objects in general, including description, body location, and such. * * @todo * put const char *instead of char *when possible. */ #include #include #include #include /** * The ordering of this is actually doesn't make a difference * However, for ease of use, new entries should go at the end * so those people that debug the code that get used to something * being in the location 4 don't get confused. * * The ordering in save_name, use_name, nonuse_name. * save_name is the name used to load/save it from files. It should * match that of the doc/Developers/objects. The only * real limitation is that it shouldn't have spaces or other characters * that may mess up the match code. It must also start with body_ * use_name is how we describe the location if we can use it. * nonuse_name is how we describe it if we can't use it. I think * the values below will make it pretty clear how those work out * They are basically there to make life a little easier - if a character * examines an item and it says it goes on 'your arm', its pretty clear * they can use it. See the last sample (commented out) for a dragon * Note that using the term 'human' may not be very accurate, humanoid * may be better. * Basically, for the use/nonuse, the code does something like: * "This item goes %s\n", with the use/nonuse values filling in the %s */ body_locations_struct body_locations[NUM_BODY_LOCATIONS] = { { "body_range", "in your range slot", "in a human's range slot" }, { "body_arm", "on your arm", "on a human's arm" }, { "body_torso", "on your body", "on a human's torso" }, { "body_head", "on your head", "on a human's head" }, { "body_neck", "around your neck", "around a humans neck" }, { "body_skill", "in your skill slot", "in a human's skill slot" }, { "body_finger", "on your finger", "on a human's finger" }, { "body_shoulder", "around your shoulders", "around a human's shoulders" }, { "body_foot", "on your feet", "on a human's feet" }, { "body_hand", "on your hands", "on a human's hands" }, { "body_wrist", "around your wrists", "around a human's wrist" }, { "body_waist", "around your waist", "around a human's waist" }, { "body_leg", "around your legs", "around a human's legs" }, { "body_ear", "on your ear", "on a human's ear" }, /*{"body_dragon_torso", "your body", "a dragon's body"} */ }; /** Tens */ static const char numbers_10[10][20] = { "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", "eighty", "ninety" }; /** Levels as a full name and not a number. */ static const char levelnumbers[21][20] = { "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", "nineteen", "twentieth" }; /** Tens for levels */ static const char levelnumbers_10[11][20] = { "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", "seventieth", "eightieth", "ninetieth" }; /** * The following is a large table of item types, the fields are: * item number, item name, item name (plural), and two numbers that are the skills * used to identify them. Anytime a new item type is added or removed, this list * should be altered to reflect that. The defines for the numerical values are in * define.h */ static const typedata item_types[] = { { PLAYER, "player", "players", 0, 0 }, { ROD, "rod", "rods", SK_THAUMATURGY, 0 }, { TREASURE, "treasure", "treasure", 0, 0 }, { POTION, "potion", "potions", SK_ALCHEMY, 0 }, { FOOD, "food", "food", SK_WOODSMAN, 0 }, { POISON, "poison", "poisons", SK_ALCHEMY, 0 }, { BOOK, "book", "books", SK_LITERACY, 0 }, { CLOCK, "clock", "clocks", 0, 0 }, { ARROW, "arrow", "arrows", SK_BOWYER, 0 }, { BOW, "bow", "bows", SK_BOWYER, 0 }, { WEAPON, "weapon", "weapons", SK_SMITHERY, 0 }, { ARMOUR, "armour", "armour", SK_SMITHERY, 0 }, { PEDESTAL, "pedestal", "pedestals", 0, 0 }, { ALTAR, "altar", "altars", 0, 0 }, { LOCKED_DOOR, "locked door", "locked doors", 0, 0 }, { SPECIAL_KEY, "special key", "special keys", 0, 0 }, { MAP, "map", "maps", 0, 0 }, { DOOR, "door", "doors", 0, 0 }, { KEY, "key", "keys", 0, 0 }, { TIMED_GATE, "timed_gate", "timed_gates", 0, 0 }, { TRIGGER, "trigger", "triggers", 0, 0 }, { GRIMREAPER, "grimreaper", "grimreapers", 0, 0 }, { MAGIC_EAR, "magic ear", "magic ears", 0, 0 }, { TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0 }, { TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0 }, { TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0 }, { SHIELD, "shield", "shields", SK_SMITHERY, 0 }, { HELMET, "helmet", "helmets", SK_SMITHERY, 0 }, { HORN, "horn", "horns", SK_THAUMATURGY, 0 }, { MONEY, "money", "money", 0, 0 }, { CLASS, "class", "classes", 0, 0 }, { AMULET, "amulet", "amulets", SK_JEWELER, 0 }, { PLAYERMOVER, "player mover", "player movers", 0, 0 }, { TELEPORTER, "teleporter", "teleporters", 0, 0 }, { CREATOR, "creator", "creators", 0, 0 }, { SKILL, "skill", "skills", 0, 0 }, { EXPERIENCE, "experience", "experience", 0, 0 }, { EARTHWALL, "earthwall", "earthwalls", 0, 0 }, { GOLEM, "golem", "golems", 0, 0 }, { THROWN_OBJ, "projectile", "projectiles", 0, 0 }, { BLINDNESS, "blindness", "blindness", 0, 0 }, { GOD, "god", "gods", 0, 0 }, { DETECTOR, "detector", "detectors", 0, 0 }, { TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0 }, { DEAD_OBJECT, "dead object", "dead objects", 0, 0 }, { DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY }, { MARKER, "marker", "markers", 0, 0 }, { HOLY_ALTAR, "holy altar", "holy altars", 0, 0 }, { PLAYER_CHANGER, "player changer", "player changers", 0, 0 }, { BATTLEGROUND, "battleground", "battlegrounds", 0, 0 }, { PEACEMAKER, "peacemaker", "peacemakers", 0, 0 }, { GEM, "gem", "gems", SK_JEWELER, 0 }, { FIREWALL, "firewall", "firewalls", 0, 0 }, { CHECK_INV, "inventory checker", "inventory checkers", 0, 0 }, { MOOD_FLOOR, "mood floor", "mood floors", 0, 0 }, { EXIT, "exit", "exits", 0, 0 }, { ENCOUNTER, "encounter", "encounters", 0, 0 }, { SHOP_FLOOR, "shop floor", "shop floors", 0, 0 }, { SHOP_MAT, "shop mat", "shop mats", 0, 0 }, { RING, "ring", "rings", SK_JEWELER, 0 }, { FLOOR, "floor", "floors", 0, 0 }, { FLESH, "flesh", "flesh", SK_WOODSMAN, 0 }, { INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0 }, { SKILL_TOOL, "skill tool", "skill tools", 0, 0 }, { LIGHTER, "lighter", "lighters", 0, 0 }, { WALL, "wall", "walls", 0, 0 }, { MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0 }, { MONSTER, "monster", "monsters", 0, 0 }, { LAMP, "lamp", "lamps", 0, 0 }, { DUPLICATOR, "duplicator", "duplicators", 0, 0 }, { SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0 }, { CLOAK, "cloak", "cloaks", SK_SMITHERY, 0 }, { SPINNER, "spinner", "spinners", 0, 0 }, { GATE, "gate", "gates", 0, 0 }, { BUTTON, "button", "buttons", 0, 0 }, { CF_HANDLE, "cf handle", "cf handles", 0, 0 }, { HOLE, "hole", "holes", 0, 0 }, { TRAPDOOR, "trapdoor", "trapdoors", 0, 0 }, { SIGN, "sign", "signs", 0, 0 }, { BOOTS, "boots", "boots", SK_SMITHERY, 0 }, { GLOVES, "gloves", "gloves", SK_SMITHERY, 0 }, { SPELL, "spell", "spells", 0, 0 }, { SPELL_EFFECT, "spell effect", "spell effects", 0, 0 }, { CONVERTER, "converter", "converters", 0, 0 }, { BRACERS, "bracers", "bracers", SK_SMITHERY, 0 }, { POISONING, "poisoning", "poisonings", 0, 0 }, { SAVEBED, "savebed", "savebeds", 0, 0 }, { WAND, "wand", "wands", SK_THAUMATURGY, 0 }, { SCROLL, "scroll", "scrolls", SK_LITERACY, 0 }, { DIRECTOR, "director", "directors", 0, 0 }, { GIRDLE, "girdle", "girdles", SK_SMITHERY, 0 }, { FORCE, "force", "forces", 0, 0 }, { POTION_EFFECT, "potion effect", "potion effects", 0, 0 }, { CLOSE_CON, "closed container", "closed container", 0, 0 }, { CONTAINER, "container", "containers", SK_ALCHEMY, 0 }, { ARMOUR_IMPROVER, "armour improver", "armour improvers", 0, 0 }, { WEAPON_IMPROVER, "weapon improver", "weapon improvers", 0, 0 }, { SKILLSCROLL, "skillscroll", "skillscrolls", 0, 0 }, { DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0 }, { IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0 }, { SHOP_INVENTORY, "inventory list", "inventory lists", 0, 0 }, { RUNE, "rune", "runes", 0, 0 }, { TRAP, "trap", "traps", 0, 0 }, { POWER_CRYSTAL, "power_crystal", "power_crystals", 0, 0 }, { CORPSE, "corpse", "corpses", 0, 0 }, { DISEASE, "disease", "diseases", 0, 0 }, { SYMPTOM, "symptom", "symptoms", 0, 0 }, { BUILDER, "item builder", "item builders", 0, 0 }, { MATERIAL, "building material", "building materials", 0, 0 }, { EARRING, "earring", "earrings", SK_JEWELER, 0 }, }; /** Number of items in ::item_types array. */ static const int item_types_size = sizeof(item_types)/sizeof(*item_types); /** This curve may be too steep. But the point is that there should * be tough choices - there is no real point to this if everyone can * wear whatever they want with no worries. Perhaps having the steep * curve is good (maybe even steeper), but allowing players to * have 2 * level instead. Ideally, top level characters should only be * able to use 2-3 of the most powerful items. * note that this table is only really used for program generated items - * custom objects can use whatever they want. */ static const int enc_to_item_power[21] = { 0, 0, 1, 2, 3, 4, /* 5 */ 5, 7, 9, 11, 13, /* 10 */ 15, 18, 21, 24, 27, /* 15 */ 30, 35, 40, 45, 50 /* 20 */ }; int get_power_from_ench(int ench) { if (ench < 0) ench = 0; if (ench > 20) ench = 20; return enc_to_item_power[ench]; } /** * This takes an object 'op' and figures out what its item_power * rating should be. This should only really be used by the treasure * generation code, and when loading legacy objects. It returns * the item_power it calculates. * If flag is 1, we return the number of enchantment, and not the * the power. This is used in the treasure code. * * @param op * object of which to compute the item_power * @param flag * unused * * @todo * fix function, and remove unused flag variable. */ int calc_item_power(const object *op, int flag) { int i, tmp, enc; enc = 0; for (i = 0; i < NUM_STATS; i++) enc += get_attr_value(&op->stats, i); /* This protection logic is pretty flawed. 20% fire resistance * is much more valuable than 20% confusion, or 20% slow, or * several others. Start at 1 - ignore physical - all that normal * armour shouldn't be counted against */ tmp = 0; for (i = 1; i < NROFATTACKS; i++) tmp += op->resist[i]; /* Add/substract 10 so that the rounding works out right */ if (tmp > 0) enc += (tmp+10)/20; else if (tmp < 0) enc += (tmp-10)/20; enc += op->magic; /* For each attacktype a weapon has, one more encantment. Start at 1 - * physical doesn't count against total. */ if (op->type == WEAPON) { for (i = 1; i < NROFATTACKS; i++) if (op->attacktype&(1<slaying) enc += 2; /* What it slays is probably more relevent */ } /* Items the player can equip */ if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || (op->type == SHIELD) || (op->type == RING) || (op->type == EARRING) || (op->type == BOOTS) || (op->type == GLOVES) || (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) { enc += op->stats.food; /* sustenance */ enc += op->stats.hp; /* hp regen */ enc += op->stats.sp; /* mana regen */ enc += op->stats.grace; /* grace regen */ enc += op->stats.exp; /* speed bonus */ } enc += op->stats.luck; /* Do spell paths now */ for (i = 1; i < NRSPELLPATHS; i++) { if (op->path_attuned&(1<path_denied&(1<path_repelled&(1<resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar) == 1)) { if (!newline) snprintf(p, buf+size-p, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); else snprintf(p, buf+size-p, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); p = strchr(p, '\0'); } } } /** * Formats the item's weight. * @param op * object we want the weight of. * @param[out] buf * buffer to write to. * @param size * buffer size. */ void query_weight(const object *op, char *buf, size_t size) { sint32 i = (op->nrof ? op->nrof : 1)*op->weight+op->carrying; if (op->weight < 0) snprintf(buf, size, " "); else if (i%1000) snprintf(buf, size, "%6.1f", i/1000.0); else snprintf(buf, size, "%4d ", i/1000); } /** * Formats a level. * @param i * level to format. * @param[out] buf * buffer which will contain the level. * @param size * size of the buffer. */ void get_levelnumber(int i, char *buf, size_t size) { if (i > 99 || i < 0) { snprintf(buf, size, "%d.", i); return; } if (i < 21) { snprintf(buf, size, "%s", levelnumbers[i]); return; } if (!(i%10)) { snprintf(buf, size, "%s", levelnumbers_10[i/10]); return; } snprintf(buf, size, "%s%s", numbers_10[i/10], levelnumbers[i%10]); return; } /** * Describes a ring or amulet. * @param op * item to describe. * @param buf * buffer that will contain the description. * @param size * size of buffer. * * @note * These are taken from old query_name(), but it would work better * if describle_item() would be called to get this information and * caller would handle FULL_RING_DESCRIPTION definition. * Or make FULL_RING_DESCRIPTION standard part of a game and let * client handle names. * @note * Aug 95 modified this slightly so that Skill tools don't have magic bonus * from stats.sp - b.t. * * @todo * Use safe string functions. Check if really ring/amulet? */ static void ring_desc(const object *op, char *buf, size_t size) { int attr, val; size_t len; buf[0] = 0; if (!QUERY_FLAG(op, FLAG_IDENTIFIED)) return; for (attr = 0; attr < NUM_STATS; attr++) { if ((val = get_attr_value(&(op->stats), attr)) != 0) { snprintf(buf+strlen(buf), size-strlen(buf), "(%s%+d)", short_stat_name[attr], val); } } if (op->stats.exp) snprintf(buf+strlen(buf), size-strlen(buf), "(speed %+"FMT64")", op->stats.exp); if (op->stats.wc) snprintf(buf+strlen(buf), size-strlen(buf), "(wc%+d)", op->stats.wc); if (op->stats.dam) snprintf(buf+strlen(buf), size-strlen(buf), "(dam%+d)", op->stats.dam); if (op->stats.ac) snprintf(buf+strlen(buf), size-strlen(buf), "(ac%+d)", op->stats.ac); describe_resistance(op, 0, buf+strlen(buf), size-strlen(buf)); if (op->stats.food != 0) snprintf(buf+strlen(buf), size-strlen(buf), "(sustenance%+d)", op->stats.food); /* else if (op->stats.food < 0) snprintf(buf+strlen(buf), size-strlen(buf), "(hunger%+d)", op->stats.food); */ if (op->stats.grace) snprintf(buf+strlen(buf), size-strlen(buf), "(grace%+d)", op->stats.grace); if (op->stats.sp && op->type != SKILL) snprintf(buf+strlen(buf), size-strlen(buf), "(magic%+d)", op->stats.sp); if (op->stats.hp) snprintf(buf+strlen(buf), size-strlen(buf), "(regeneration%+d)", op->stats.hp); if (op->stats.luck) snprintf(buf+strlen(buf), size-strlen(buf), "(luck%+d)", op->stats.luck); if (QUERY_FLAG(op, FLAG_LIFESAVE)) snprintf(buf+strlen(buf), size-strlen(buf), "(lifesaving)"); if (QUERY_FLAG(op, FLAG_REFL_SPELL)) snprintf(buf+strlen(buf), size-strlen(buf), "(reflect spells)"); if (QUERY_FLAG(op, FLAG_REFL_MISSILE)) snprintf(buf+strlen(buf), size-strlen(buf), "(reflect missiles)"); if (QUERY_FLAG(op, FLAG_STEALTH)) snprintf(buf+strlen(buf), size-strlen(buf), "(stealth)"); /* Shorten some of the names, so they appear better in the windows */ len = strlen(buf); DESCRIBE_PATH_SAFE(buf, op->path_attuned, "Attuned", &len, size); DESCRIBE_PATH_SAFE(buf, op->path_repelled, "Repelled", &len, size); DESCRIBE_PATH_SAFE(buf, op->path_denied, "Denied", &len, size); /* if (op->item_power) snprintf(buf+strlen(buf), size-strlen(buf), "(item_power %+d)", op->item_power);*/ if (buf[0] == 0 && op->type != SKILL) snprintf(buf, size, "of adornment"); } /** * query_short_name(object) is similar to query_name(), but doesn't * contain any information about object status (worn/cursed/etc.) * * @param op * object to describe. * @param buf * buffer which will contain the name. Must not be NULL. * @param size * buffer length. */ void query_short_name(const object *op, char *buf, size_t size) { size_t len = 0; if (op->name == NULL) { snprintf(buf, size, "(null)"); return; } if (!op->nrof && !op->weight && !op->title && !is_magical(op)) { snprintf(buf, size, "%s", op->name); /* To speed things up (or make things slower?) */ return; } buf[0] = '\0'; if (op->nrof <= 1) safe_strcat(buf, op->name, &len, size); else safe_strcat(buf, op->name_pl, &len, size); if (op->title && QUERY_FLAG(op, FLAG_IDENTIFIED)) { safe_strcat(buf, " ", &len, size); safe_strcat(buf, op->title, &len, size); } switch (op->type) { case SPELLBOOK: case SCROLL: case WAND: case ROD: case POTION: if (QUERY_FLAG(op, FLAG_IDENTIFIED)||QUERY_FLAG(op, FLAG_BEEN_APPLIED)) { if (!op->title) { safe_strcat(buf, " of ", &len, size); if (op->inv) safe_strcat(buf, op->inv->name, &len, size); else LOG(llevError, "Spellbook %s lacks inventory\n", op->name); } if (op->type != SPELLBOOK) { snprintf(buf+len, size-len, " (lvl %d)", op->level); len += strlen(buf+len); } } break; case SKILL: case AMULET: case RING: case EARRING: if (!op->title) { /* If ring has a title, full description isn't so useful */ char desc[VERY_BIG_BUF]; ring_desc(op, desc, VERY_BIG_BUF); if (desc[0]) { safe_strcat(buf, " ", &len, size); safe_strcat(buf, desc, &len, size); } } break; default: if (op->magic && ((QUERY_FLAG(op, FLAG_BEEN_APPLIED) && need_identify(op)) || QUERY_FLAG(op, FLAG_IDENTIFIED))) { snprintf(buf+len, size-len, " %+d", op->magic); len += strlen(buf+len); } } } /** * Describes an item. * * @param op * item to describe. Must not be NULL. * @param buf * buffer that will contain the description. * @param size * size of buffer. */ void query_name(const object *op, char *buf, size_t size) { size_t len = 0; #ifdef NEW_MATERIAL_CODE materialtype_t *mt; #endif buf[0] = '\0'; #ifdef NEW_MATERIAL_CODE if ((IS_ARMOR(op) || IS_WEAPON(op) || IS_SHIELD(op)) && op->materialname) { mt = name_to_material(op->materialname); if (mt) { safe_strcat(buf, mt->description, &len, size); safe_strcat(buf, " ", &len, size); } } #endif query_short_name(op, buf+len, size-len); len += strlen(buf+len); if (QUERY_FLAG(op, FLAG_INV_LOCKED)) safe_strcat(buf, " *", &len, size); if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG(op, FLAG_APPLIED)))) safe_strcat(buf, " (open)", &len, size); if (QUERY_FLAG(op, FLAG_KNOWN_CURSED)) { if (QUERY_FLAG(op, FLAG_DAMNED)) safe_strcat(buf, " (damned)", &len, size); else if (QUERY_FLAG(op, FLAG_CURSED)) safe_strcat(buf, " (cursed)", &len, size); } if (QUERY_FLAG(op, FLAG_BLESSED) && QUERY_FLAG(op, FLAG_KNOWN_BLESSED)) safe_strcat(buf, " (blessed)", &len, size); /* Basically, if the object is known magical (detect magic spell on it), * and it isn't identified, print out the fact that * it is magical. Assume that the detect magical spell will only set * KNOWN_MAGICAL if the item actually is magical. * * Changed in V 0.91.4 - still print that the object is magical even * if it has been applied. Equipping an item does not tell full * abilities, especially for artifact items. */ if (QUERY_FLAG(op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op, FLAG_IDENTIFIED)) safe_strcat(buf, " (magic)", &len, size); if (QUERY_FLAG(op, FLAG_APPLIED)) { switch (op->type) { case BOW: case WAND: case ROD: case HORN: safe_strcat(buf, " (readied)", &len, size); break; case WEAPON: safe_strcat(buf, " (wielded)", &len, size); break; case ARMOUR: case HELMET: case SHIELD: case RING: case EARRING: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BRACERS: case CLOAK: safe_strcat(buf, " (worn)", &len, size); break; case CONTAINER: safe_strcat(buf, " (active)", &len, size); break; case SKILL: default: safe_strcat(buf, " (applied)", &len, size); } } if (QUERY_FLAG(op, FLAG_UNPAID)) safe_strcat(buf, " (unpaid)", &len, size); } /** * Query a short name for the item. * * This is a lot like query_name(), but we * don't include the item count or item status. Used for inventory sorting * and sending to client. * If plural is set, we generate the plural name of this. * * @param op * item we want the name of. * @param plural * whether to get the singular or plural name * @param buf * buffer that will contain the object's name. Must not be NULL. * @param size * buffer's length */ void query_base_name(const object *op, int plural, char *buf, size_t size) { size_t len; #ifdef NEW_MATERIAL_CODE materialtype_t *mt; #endif if ((!plural && !op->name) || (plural && !op->name_pl)) { strncpy(buf, "(null)", size); return; } if (!op->nrof && !op->weight && !op->title && !is_magical(op)) { strncpy(buf, op->name, size); /* To speed things up (or make things slower?) */ return; } buf[0] = '\0'; #ifdef NEW_MATERIAL_CODE if ((IS_ARMOR(op) || IS_WEAPON(op)) && op->materialname) mt = name_to_material(op->materialname); else mt = NULL; if (mt && op->arch->clone.materialname != mt->name && !(op->material&M_SPECIAL)) { snprintf(buf, size, "%s", mt->description); len = strlen(buf); safe_strcat(buf, " ", &len, size); safe_strcat(buf, plural ? op->name_pl : op->name, &len, size); } else { #endif snprintf(buf, size, "%s", plural ? op->name_pl : op->name); len = strlen(buf); #ifdef NEW_MATERIAL_CODE } #endif if (op->title && QUERY_FLAG(op, FLAG_IDENTIFIED)) { safe_strcat(buf, " ", &len, size); safe_strcat(buf, op->title, &len, size); } switch (op->type) { case SPELLBOOK: case SCROLL: case WAND: case ROD: case POTION: if (QUERY_FLAG(op, FLAG_IDENTIFIED)||QUERY_FLAG(op, FLAG_BEEN_APPLIED)) { if (!op->title) { safe_strcat(buf, " of ", &len, size); if (op->inv) safe_strcat(buf, op->inv->name, &len, size); else LOG(llevError, "Spellbook %s lacks inventory\n", op->name); } if (op->type != SPELLBOOK) { snprintf(buf+len, size-len, " (lvl %d)", op->level); len += strlen(buf+len); } } break; case SKILL: case AMULET: case RING: case EARRING: if (!op->title) { /* If ring has a title, full description isn't so useful */ char s[MAX_BUF]; ring_desc(op, s, MAX_BUF); if (s[0]) { safe_strcat(buf, " ", &len, size); safe_strcat(buf, s, &len, size); } } break; default: if (op->magic && ((QUERY_FLAG(op, FLAG_BEEN_APPLIED) && need_identify(op)) || QUERY_FLAG(op, FLAG_IDENTIFIED))) { snprintf(buf+strlen(buf), size-strlen(buf), " %+d", op->magic); } } } /** * Describes a monster. * * @param op * monster to describe. Must not be NULL. * @param retbuf * buffer that will contain the description. Must not be NULL. * @param size * buffer size. * * @note * Break this off from describe_item - that function was way * too long, making it difficult to read. This function deals * with describing the monsters & players abilities. It should only * be called with monster & player objects. * * @todo * Rename to describe_living (or equivalent) since called for player too. * Use safe string functions. Fix weird sustenance logic. */ void describe_monster(const object *op, char *retbuf, size_t size) { int i; size_t len; retbuf[0] = '\0'; /* Note that the resolution this provides for players really isn't * very good. Any player with a speed greater than .67 will * fall into the 'lightning fast movement' category. */ if (FABS(op->speed) > MIN_ACTIVE_SPEED) { switch ((int)((FABS(op->speed))*15)) { case 0: snprintf(retbuf, size, "(very slow movement)"); break; case 1: snprintf(retbuf, size, "(slow movement)"); break; case 2: snprintf(retbuf, size, "(normal movement)"); break; case 3: case 4: snprintf(retbuf, size, "(fast movement)"); break; case 5: case 6: snprintf(retbuf, size, "(very fast movement)"); break; case 7: case 8: case 9: case 10: snprintf(retbuf, size, "(extremely fast movement)"); break; default: snprintf(retbuf, size, "(lightning fast movement)"); break; } } if (QUERY_FLAG(op, FLAG_UNDEAD)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(undead)"); if (QUERY_FLAG(op, FLAG_SEE_INVISIBLE)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(see invisible)"); if (QUERY_FLAG(op, FLAG_USE_WEAPON)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(wield weapon)"); if (QUERY_FLAG(op, FLAG_USE_BOW)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(archer)"); if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(wear armour)"); if (QUERY_FLAG(op, FLAG_USE_RING)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(wear ring)"); if (QUERY_FLAG(op, FLAG_USE_EARRING)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(wear earring)"); if (QUERY_FLAG(op, FLAG_USE_SCROLL)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(read scroll)"); if (QUERY_FLAG(op, FLAG_USE_RANGE)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(fires wand/rod/horn)"); if (QUERY_FLAG(op, FLAG_CAN_USE_SKILL)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(skill user)"); if (QUERY_FLAG(op, FLAG_CAST_SPELL)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(spellcaster)"); if (QUERY_FLAG(op, FLAG_FRIENDLY)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(friendly)"); if (QUERY_FLAG(op, FLAG_UNAGGRESSIVE)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(unaggressive)"); if (QUERY_FLAG(op, FLAG_HITBACK)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(hitback)"); if (QUERY_FLAG(op, FLAG_STEALTH)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(stealthy)"); if (op->randomitems != NULL) { treasure *t; int first = 1; for (t = op->randomitems->items; t != NULL; t = t->next) if (t->item && (t->item->clone.type == SPELL)) { if (first) { first = 0; snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(Spell abilities:)"); } snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(%s)", t->item->clone.name); } } if (op->type == PLAYER) { if (op->contr->digestion) { if (op->contr->digestion != 0) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(sustenance%+d)", op->contr->digestion); } if (op->contr->gen_grace) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(grace%+d)", op->contr->gen_grace); } if (op->contr->gen_sp) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(magic%+d)", op->contr->gen_sp); } if (op->contr->gen_hp) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(regeneration%+d)", op->contr->gen_hp); } if (op->stats.luck) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(luck%+d)", op->stats.luck); } } /* describe attacktypes */ len = strlen(retbuf); if (is_dragon_pl(op)) { /* for dragon players display the attacktypes from clawing skill * Break apart the for loop - move the comparison checking down - * this makes it more readable. */ object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == SKILL && !strcmp(tmp->name, "clawing")) break; if (tmp && tmp->attacktype != 0) { DESCRIBE_ABILITY_SAFE(retbuf, tmp->attacktype, "Claws", &len, size); } else { DESCRIBE_ABILITY_SAFE(retbuf, op->attacktype, "Attacks", &len, size); } } else { DESCRIBE_ABILITY_SAFE(retbuf, op->attacktype, "Attacks", &len, size); } DESCRIBE_PATH_SAFE(retbuf, op->path_attuned, "Attuned", &len, size); DESCRIBE_PATH_SAFE(retbuf, op->path_repelled, "Repelled", &len, size); DESCRIBE_PATH_SAFE(retbuf, op->path_denied, "Denied", &len, size); for (i = 0; i < NROFATTACKS; i++) { if (op->resist[i]) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(%s %+d)", resist_plus[i], op->resist[i]); } } } /** * Describes an item, in all its details. * * \li If it is a monster, lots of information about its abilities * will be returned. * \li If it is an item, lots of information about which abilities * will be gained about its user will be returned. * \li If it is a player, it writes out the current abilities * of the player, which is usually gained by the items applied. * * It would be really handy to actually pass another object * pointer on who is examining this object. Then, you could reveal * certain information depending on what the examiner knows, eg, * wouldn't need to use the SEE_INVISIBLE flag to know it is * a dragon player examining food. Could have things like * a dwarven axe, in which the full abilities are only known to * dwarves, etc. * * Add 'owner' who is the person examining this object. * owner can be null if no one is being associated with this * item (eg, debug dump or the like) * * @param op * object to describe. Must not be NULL. * @param owner * player examining the object. * @param retbuf * buffer that will contain the description. Must not be NULL. * @param size * size of buffer. * * @note * This function is really much more complicated than it should * be, because different objects have different meanings * for the same field (eg, wands use 'food' for charges). This * means these special cases need to be worked out. * * @todo * Check whether owner is really needed. Use safe string functions. * Check spurious food logic. */ void describe_item(const object *op, const object *owner, char *retbuf, size_t size) { int identified, i; retbuf[0] = '\0'; if (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) { describe_monster(op, retbuf, size); return; } /* figure this out once, instead of making multiple calls to need_identify. * also makes the code easier to read. */ if (!need_identify(op) || QUERY_FLAG(op, FLAG_IDENTIFIED)) identified = 1; else { snprintf(retbuf, size, "(unidentified)"); identified = 0; } switch (op->type) { case BOW: case ARROW: case WAND: case ROD: case HORN: case WEAPON: case ARMOUR: case HELMET: case SHIELD: case BOOTS: case GLOVES: case GIRDLE: case BRACERS: case CLOAK: case SKILL_TOOL: break; /* We have more information to do below this switch */ case LAMP: break; /* just so we get the "glowing" part. */ case POWER_CRYSTAL: /* Avoid division by zero... */ if (op->stats.maxsp == 0) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(capacity %d).", op->stats.maxsp); } else { if (op->stats.maxsp > 1000) { /*higher capacity crystals*/ i = (op->stats.maxsp%1000)/100; if (i) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(capacity %d.%dk). It is ", op->stats.maxsp/1000, i); else snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(capacity %dk). It is ", op->stats.maxsp/1000); } else snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(capacity %d). It is ", op->stats.maxsp); i = (op->stats.sp*10)/op->stats.maxsp; if (op->stats.sp == 0) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "empty."); else if (i == 0) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "almost empty."); else if (i < 3) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "partially filled."); else if (i < 6) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "half full."); else if (i < 9) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "well charged."); else if (op->stats.sp == op->stats.maxsp) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "fully charged."); else snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "almost full."); } break; case FOOD: case FLESH: case DRINK: if (identified || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(food+%d)", op->stats.food); if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled(op->last_eat)) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(%s metabolism)", change_resist_msg[op->last_eat]); } if (!QUERY_FLAG(op, FLAG_CURSED)) { if (op->stats.hp) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(heals)"); if (op->stats.sp) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(spellpoint regen)"); } else { if (op->stats.hp) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(damages)"); if (op->stats.sp) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(spellpoint depletion)"); } } break; case SKILL: case RING: case EARRING: case AMULET: if (op->item_power) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(item_power %+d)", op->item_power); } if (op->title) { ring_desc(op, retbuf+strlen(retbuf), size-strlen(retbuf)); } return; default: return; } /* Down here, we more further describe equipment type items. * only describe them if they have been identified or the like. */ if (identified || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) { int attr, val; for (attr = 0; attr < NUM_STATS; attr++) { if ((val = get_attr_value(&(op->stats), attr)) != 0) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(%s%+d)", short_stat_name[attr], val); } } if (op->glow_radius) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(glowing)"); switch (op->type) { case FLESH: break; default: if (op->stats.exp) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(speed %+"FMT64")", op->stats.exp); } break; } switch (op->type) { case BOW: case ARROW: case GIRDLE: case HELMET: case SHIELD: case BOOTS: case GLOVES: case WEAPON: case SKILL: case RING: case EARRING: case AMULET: case ARMOUR: case BRACERS: case FORCE: case CLOAK: if (op->stats.wc) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(wc%+d)", op->stats.wc); } if (op->stats.dam) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(dam%+d)", op->stats.dam); } if (op->stats.ac) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(ac%+d)", op->stats.ac); } if ((op->type == WEAPON || op->type == BOW) && op->level > 0) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(improved %d/%d)", op->last_eat, op->level); } break; default: break; } if (QUERY_FLAG(op, FLAG_XRAYS)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(xray-vision)"); if (QUERY_FLAG(op, FLAG_SEE_IN_DARK)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(infravision)"); /* levitate was what is was before, so we'll keep it */ if (op->move_type&MOVE_FLY_LOW) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(levitate)"); if (op->move_type&MOVE_FLY_HIGH) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(fly)"); if (op->move_type&MOVE_SWIM) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(swim)"); /* walking is presumed as 'normal', so doesn't need mentioning */ if (op->item_power) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(item_power %+d)", op->item_power); } } /* End if identified or applied */ /* This blocks only deals with fully identified object. * it is intentional that this is not an 'else' from a above - * in this way, information is added. */ if (identified) { int more_info = 0; size_t len; switch (op->type) { case ROD: /* These use stats.sp for spell selection and stats.food */ case HORN: /* and stats.hp for spell-point regeneration... */ case BOW: case ARROW: case WAND: case FOOD: case FLESH: case DRINK: more_info = 0; break; /* Armor type objects */ case ARMOUR: case HELMET: case SHIELD: case BOOTS: case GLOVES: case GIRDLE: case BRACERS: case CLOAK: if (ARMOUR_SPEED(op)) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(Max speed %1.2f)", ARMOUR_SPEED(op)/10.0); } if (ARMOUR_SPELLS(op)) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(Spell regen penalty %d)", ARMOUR_SPELLS(op)); } more_info = 1; break; case WEAPON: /* Calculate it the same way fix_object does so the results * make sense. */ i = (WEAPON_SPEED(op)*2-op->magic)/2; if (i < 0) i = 0; snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(weapon speed %d)", i); more_info = 1; break; } if (more_info) { if (op->stats.food) { if (op->stats.food != 0) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(sustenance%+d)", op->stats.food); } if (op->stats.grace) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(grace%+d)", op->stats.grace); } if (op->stats.sp) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(magic%+d)", op->stats.sp); } if (op->stats.hp) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(regeneration%+d)", op->stats.hp); } } if (op->stats.luck) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(luck%+d)", op->stats.luck); } if (QUERY_FLAG(op, FLAG_LIFESAVE)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(lifesaving)"); if (QUERY_FLAG(op, FLAG_REFL_SPELL)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(reflect spells)"); if (QUERY_FLAG(op, FLAG_REFL_MISSILE)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(reflect missiles)"); if (QUERY_FLAG(op, FLAG_STEALTH)) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(stealth)"); if (op->slaying != NULL && op->type != FOOD) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "(slay %s)", op->slaying); } len = strlen(retbuf); DESCRIBE_ABILITY_SAFE(retbuf, op->attacktype, "Attacks", &len, size); /* resistance on flesh is only visible for dragons. If * non flesh, everyone can see its resistances */ if (op->type != FLESH || (owner && is_dragon_pl(owner))) { describe_resistance(op, 0, retbuf+strlen(retbuf), size-strlen(retbuf)); } len = strlen(retbuf); DESCRIBE_PATH_SAFE(retbuf, op->path_attuned, "Attuned", &len, size); DESCRIBE_PATH_SAFE(retbuf, op->path_repelled, "Repelled", &len, size); DESCRIBE_PATH_SAFE(retbuf, op->path_denied, "Denied", &len, size); } } /** * Checks whether object is magical. * * A magical item is one that * increases/decreases any abilities, provides a resistance, * has a generic magical bonus, or is an artifact. * * @param op * item to check. * @return * true if the item is magical. */ int is_magical(const object *op) { int i; /* living creatures are considered non magical */ if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; /* This is a test for it being an artifact, as artifacts have titles */ if (op->title != NULL) return 1; /* Handle rings and amulets specially. If they change any of these * values, it means they are magical. */ if ((op->type == AMULET || op->type == RING || op->type == EARRING) && (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) return 1; /* Check for stealty, speed, flying, or just plain magic in the boots */ /* Presume any boots that have a move_type are special. */ if (op->type == BOOTS && ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp))) return 1; /* Take care of amulet/shield that reflects spells/missiles */ if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE))) return 1; /* Take care of helmet of xrays */ if (op->type == HELMET && QUERY_FLAG(op, FLAG_XRAYS)) return 1; /* Potions & rods are always magical. Wands/staves are also magical, * assuming they still have any charges left. */ if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food)) return 1; /* if something gives a protection, either positive or negative, its magical */ /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0, * so this always works out fine. */ for (i = ATNR_PHYSICAL+1; i < NROFATTACKS; i++) if (op->resist[i]) return 1; /* Physical protection is expected on some item types, so they should * not be considered magical. */ if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD && op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1; /* power crystal, spellbooks, and scrolls are always magical. */ if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) return 1; /* Check to see if it increases/decreases any stats */ for (i = 0; i < NUM_STATS; i++) if (get_attr_value(&(op->stats), i) != 0) return 1; /* If it doesn't fall into any of the above categories, must * be non magical. */ return 0; } /** * This function really should not exist - by default, any item not identified * should need it. * * @param op * item to check. * @return * true if the item should be identified. * @todo * either remove this function, or fix comment above :) */ int need_identify(const object *op) { switch (op->type) { case RING: case EARRING: case WAND: case ROD: case HORN: case SCROLL: case SKILL: case SKILLSCROLL: case SPELLBOOK: case FOOD: case POTION: case BOW: case ARROW: case WEAPON: case ARMOUR: case SHIELD: case HELMET: case AMULET: case BOOTS: case GLOVES: case BRACERS: case GIRDLE: case CONTAINER: case DRINK: case FLESH: case INORGANIC: case CLOSE_CON: case CLOAK: case GEM: case POWER_CRYSTAL: case POISON: case BOOK: case SKILL_TOOL: return 1; } return 0; } /** * Identifies an item. * Supposed to fix face-values as well here, but later. * * @param op * item to identify. Can be already identified without ill effects. */ void identify(object *op) { object *pl; SET_FLAG(op, FLAG_IDENTIFIED); CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); /* * We want autojoining of equal objects: */ if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) SET_FLAG(op, FLAG_KNOWN_CURSED); if (QUERY_FLAG(op, FLAG_BLESSED)) SET_FLAG(op, FLAG_KNOWN_BLESSED); /* we ignore POT_THROW since those have levels assigned */ if (op->type == POTION && op->subtype != POT_THROW) { if (op->inv && op->randomitems) { if (op->title) free_string(op->title); op->title = add_refcount(op->inv->name); } else if (op->arch) { free_string(op->name); op->name = add_refcount(op->arch->clone.name); free_string(op->name_pl); op->name_pl = add_refcount(op->arch->clone.name_pl); } } if (op->map) { /* If the object is on a map, make sure we update its face. * Also send name and such information to a player standing on it. */ object *player = present(PLAYER, op->map, op->x, op->y); if (player) esrv_update_item(UPD_FACE | UPD_NAME, player, op); update_object(op, UP_OBJ_FACE); } else { pl = get_player_container(op->env); if (pl) /* A lot of the values can change from an update - might as well send * it all. */ esrv_update_item(UPD_ALL, pl, op); } }