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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Those functions deal with objects in general, including description, body location, and such.
*
* @todo
* put const char *instead of char *when possible.
*/
#include "global.h"
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "living.h"
#include "spells.h"
/**
* 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_dragon_torso", "your body", "a dragon's body"} */
};
/**
* 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[] = {
{ 0, "none", "none", 0, 0 },
{ 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 },
{ 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 },
{ 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_RESIST_EFFECT, "potion effect", "potion effects", 0, 0 },
{ CLOSE_CON, "closed container", "closed container", SK_ALCHEMY, 0 },
{ CONTAINER, "container", "containers", SK_ALCHEMY, 0 },
{ ARMOUR_IMPROVER, "armour improver", "armour improvers", SK_LITERACY, 0 },
{ WEAPON_IMPROVER, "weapon improver", "weapon improvers", SK_LITERACY, 0 },
{ SKILLSCROLL, "skillscroll", "skillscrolls", SK_LITERACY, 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", SK_THAUMATURGY, 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 },
{ MIMIC, "mimic", "mimics", SK_ALCHEMY, 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[] = {
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 > (int)(sizeof(enc_to_item_power)/sizeof(*enc_to_item_power)-1))
ench = sizeof(enc_to_item_power)/sizeof(*enc_to_item_power)-1;
return enc_to_item_power[ench];
}
static int bits_set(uint32_t x, int start, int end) {
int enc = 0;
for (int i = start; i < end; i++) {
if (x&(1<<i)) {
enc++;
}
}
return enc;
}
/**
* 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.
*
* @param op
* object of which to compute the item_power
* @return op's item power.
*/
int calc_item_power(const object *op) {
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) {
enc += bits_set(op->attacktype, 1, NROFATTACKS);
if (op->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 == 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 */
enc += bits_set(op->path_attuned, 1, NRSPELLPATHS);
enc -= bits_set(op->path_repelled, 1, NRSPELLPATHS);
enc -= 2*bits_set(op->path_denied, 1, NRSPELLPATHS);
if (QUERY_FLAG(op, FLAG_LIFESAVE))
enc += 5;
if (QUERY_FLAG(op, FLAG_REFL_SPELL))
enc += 3;
if (QUERY_FLAG(op, FLAG_REFL_MISSILE))
enc += 2;
if (QUERY_FLAG(op, FLAG_STEALTH))
enc += 1;
if (QUERY_FLAG(op, FLAG_XRAYS))
enc += 2;
if (QUERY_FLAG(op, FLAG_SEE_IN_DARK))
enc += 1;
if (QUERY_FLAG(op, FLAG_MAKE_INVIS))
enc += 1;
return get_power_from_ench(enc);
}
/**
* @param itemtype
* item type for which to return typedata.
* @return
* typedata that has a number equal to itemtype, if there
* isn't one, returns NULL */
const typedata *get_typedata(int itemtype) {
int i;
for (i = 0; i < item_types_size; i++)
if (item_types[i].number == itemtype)
return &item_types[i];
return NULL;
}
/**
* @param name
* item name for which to return typedata. Singular form is preferred.
* @return
* typedata that has a name equal to itemtype, if there
* isn't one, return the plural name that matches, if there still isn't
* one return NULL
*
* @note
* will emit an Info if found by plural form.
*/
const typedata *get_typedata_by_name(const char *name) {
int i;
for (i = 0; i < item_types_size; i++)
if (!strcmp(item_types[i].name, name))
return &item_types[i];
for (i = 0; i < item_types_size; i++)
if (!strcmp(item_types[i].name_pl, name)) {
LOG(llevInfo, "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name);
return &item_types[i];
}
return NULL;
}
/**
* Generates the visible naming for resistances.
*
* @param op
* object we want information about.
* @param newline
* If TRUE, we don't put parens around the description
* but do put a newline at the end. Useful when dumping to files
* @param use_media_tags
* if non-zero, then media tags (colors and such) are inserted in the description.
* This enables the player to more easily see some things.
* @param buf
* buffer that will receive the description. Can be NULL.
* @return buf, a new StringBuffer the caller should free if buf was NULL.
*/
StringBuffer *describe_resistance(const object *op, int newline, int use_media_tags, StringBuffer *buf) {
int tmpvar;
if (buf == NULL)
buf = stringbuffer_new();
for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) {
if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar) == 1)) {
if (use_media_tags) {
if (resist_color[tmpvar] != NULL) {
stringbuffer_append_printf(buf, "[color=%s]", resist_color[tmpvar]);
}
if (op->resist[tmpvar] == 100 || op->resist[tmpvar] == -100) {
stringbuffer_append_string(buf, "[ul]");
}
}
if (!newline)
stringbuffer_append_printf(buf, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
else
stringbuffer_append_printf(buf, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
if (use_media_tags) {
if (op->resist[tmpvar] == 100 || op->resist[tmpvar] == -100) {
stringbuffer_append_string(buf, "[/ul]");
}
if (resist_color[tmpvar] != NULL) {
stringbuffer_append_string(buf, "[/color]");
}
}
}
}
return buf;
}
/**
* 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) {
int32_t i = NROF(op)*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);
}
/**
* Describes a ring or amulet, or a skill.
* @param op
* item to describe, must be RING, AMULET or SKILL.
* @param use_media_tags
* if non-zero, then media tags (colors and such) are inserted in the description.
* This enables the player to more easily see some things.
* @param buf
* buffer that will contain the description. If NULL a new one is created.
* @return buf, or a new StringBuffer the caller should free if buf was NULL.
* @todo why does this also describe a SKILL?
*/
static StringBuffer *ring_desc(const object *op, int use_media_tags, StringBuffer *buf) {
int attr, val;
size_t len;
assert(op != NULL);
assert(op->type == RING || op->type == AMULET || op->type == SKILL);
if (buf == NULL)
buf = stringbuffer_new();
len = stringbuffer_length(buf);
if (!QUERY_FLAG(op, FLAG_IDENTIFIED))
return buf;
for (attr = 0; attr < NUM_STATS; attr++) {
if ((val = get_attr_value(&(op->stats), attr)) != 0) {
stringbuffer_append_printf(buf, "(%s%+d)", short_stat_name[attr], val);
}
}
if (op->stats.exp)
stringbuffer_append_printf(buf, "(speed %+"FMT64")", op->stats.exp);
if (op->stats.wc)
stringbuffer_append_printf(buf, "(wc%+d)", op->stats.wc);
if (op->stats.dam)
stringbuffer_append_printf(buf, "(dam%+d)", op->stats.dam);
if (op->stats.ac)
stringbuffer_append_printf(buf, "(ac%+d)", op->stats.ac);
describe_resistance(op, 0, use_media_tags, buf);
if (op->stats.food != 0)
stringbuffer_append_printf(buf, "(sustenance%+d)", op->stats.food);
if (op->stats.grace)
stringbuffer_append_printf(buf, "(grace%+d)", op->stats.grace);
if (op->stats.sp && op->type != SKILL)
stringbuffer_append_printf(buf, "(magic%+d)", op->stats.sp);
if (op->stats.hp)
stringbuffer_append_printf(buf, "(regeneration%+d)", op->stats.hp);
if (op->stats.luck)
stringbuffer_append_printf(buf, "(luck%+d)", op->stats.luck);
if (QUERY_FLAG(op, FLAG_LIFESAVE))
stringbuffer_append_printf(buf, "(lifesaving)");
if (QUERY_FLAG(op, FLAG_REFL_SPELL))
stringbuffer_append_printf(buf, "(reflect spells)");
if (QUERY_FLAG(op, FLAG_REFL_MISSILE))
stringbuffer_append_printf(buf, "(reflect missiles)");
if (QUERY_FLAG(op, FLAG_STEALTH))
stringbuffer_append_printf(buf, "(stealth)");
if (op->glow_radius)
stringbuffer_append_string(buf, "(glowing)");
describe_spellpath_attenuation("Attuned", op->path_attuned, buf);
describe_spellpath_attenuation("Repelled", op->path_repelled, buf);
describe_spellpath_attenuation("Denied", op->path_denied, buf);
/* item_power is done by the caller */
/* if (op->item_power)
snprintf(buf+strlen(buf), size-strlen(buf), "(item_power %+d)", op->item_power);*/
if (stringbuffer_length(buf) == len && op->type != SKILL)
stringbuffer_append_string(buf, "of adornment");
return buf;
}
/**
* 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)) {
strlcpy(buf, op->name, size); /* 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:
if (QUERY_FLAG(op, FLAG_IDENTIFIED) || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) {
if (!op->title && (op->inv)) {
safe_strcat(buf, " of ", &len, size);
safe_strcat(buf, op->inv->name, &len, size);
}
if (op->type != SPELLBOOK) {
snprintf(buf+len, size-len, " (lvl %d)", op->level);
len += strlen(buf+len);
}
}
break;
case SKILL:
case AMULET:
case RING:
if (!op->title) {
/* If ring has a title, full description isn't so useful */
char* desc;
desc = stringbuffer_finish(ring_desc(op, 0, NULL));
if (desc[0]) {
safe_strcat(buf, " ", &len, size);
safe_strcat(buf, desc, &len, size);
}
free(desc);
}
break;
default:
if (op->magic
&& (QUERY_FLAG(op, FLAG_BEEN_APPLIED) || is_identified(op))) {
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;
buf[0] = '\0';
/*
* Since len is initialized to zero, but is not changed
* up to this point, I see no reason to have buf+len and size-len;
* buf and size should suffice, since we're just adding and
* subtracting zero here, anyway.
*
* SilverNexus 2014-06-04
*/
query_short_name(op, buf, size);
len = strlen(buf);
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:
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 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;
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';
strlcpy(buf, plural ? op->name_pl : op->name, size);
len = strlen(buf);
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:
if (QUERY_FLAG(op, FLAG_IDENTIFIED) || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) {
if (!op->title && (op->inv)) {
safe_strcat(buf, " of ", &len, size);
safe_strcat(buf, op->inv->name, &len, size);
}
if (op->type != SPELLBOOK) {
snprintf(buf+len, size-len, " (lvl %d)", op->level);
len += strlen(buf+len);
}
}
break;
case SKILL:
case AMULET:
case RING:
if (!op->title) {
/* If ring has a title, full description isn't so useful */
char* s;
s = stringbuffer_finish(ring_desc(op, 0, NULL));
if (s[0]) {
safe_strcat(buf, " ", &len, size);
safe_strcat(buf, s, &len, size);
}
free(s);
}
break;
default:
if (op->magic
&& (QUERY_FLAG(op, FLAG_BEEN_APPLIED) || is_identified(op))) {
snprintf(buf+strlen(buf), size-strlen(buf), " %+d", op->magic);
}
}
}
/**
* Describes a monster.
*
* @param op
* monster to describe. Must not be NULL, and must have FLAG_MONSTER or be a PLAYER.
* @param use_media_tags
* if non-zero, then media tags (colors and such) are inserted in the description.
* This enables the player to more easily see some things.
* @param buf
* buffer that will contain the description. Can be NULL.
* @return buf, or a new StringBuffer the caller should clear if buf was NULL.
*
* @todo
* Rename to describe_living (or equivalent) since called for player too.
* Fix weird sustenance logic.
*/
StringBuffer *describe_monster(const object *op, int use_media_tags, StringBuffer *buf) {
assert(op != NULL);
assert(QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER);
if (buf == NULL)
buf = stringbuffer_new();
/* 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:
stringbuffer_append_string(buf, "(very slow movement)");
break;
case 1:
stringbuffer_append_string(buf, "(slow movement)");
break;
case 2:
stringbuffer_append_string(buf, "(normal movement)");
break;
case 3:
case 4:
stringbuffer_append_string(buf, "(fast movement)");
break;
case 5:
case 6:
stringbuffer_append_string(buf, "(very fast movement)");
break;
case 7:
case 8:
case 9:
case 10:
stringbuffer_append_string(buf, "(extremely fast movement)");
break;
default:
stringbuffer_append_string(buf, "(lightning fast movement)");
break;
}
}
if (QUERY_FLAG(op, FLAG_UNDEAD))
stringbuffer_append_string(buf, "(undead)");
if (QUERY_FLAG(op, FLAG_SEE_INVISIBLE))
stringbuffer_append_string(buf, "(see invisible)");
if (QUERY_FLAG(op, FLAG_USE_WEAPON))
stringbuffer_append_string(buf, "(wield weapon)");
if (QUERY_FLAG(op, FLAG_USE_BOW))
stringbuffer_append_string(buf, "(archer)");
if (QUERY_FLAG(op, FLAG_USE_ARMOUR))
stringbuffer_append_string(buf, "(wear armour)");
if (QUERY_FLAG(op, FLAG_USE_RING))
stringbuffer_append_string(buf, "(wear ring)");
if (QUERY_FLAG(op, FLAG_USE_SCROLL))
stringbuffer_append_string(buf, "(read scroll)");
if (QUERY_FLAG(op, FLAG_USE_RANGE))
stringbuffer_append_string(buf, "(fires wand/rod/horn)");
if (QUERY_FLAG(op, FLAG_CAN_USE_SKILL))
stringbuffer_append_string(buf, "(skill user)");
if (QUERY_FLAG(op, FLAG_CAST_SPELL))
stringbuffer_append_string(buf, "(spellcaster)");
if (QUERY_FLAG(op, FLAG_FRIENDLY))
stringbuffer_append_string(buf, "(friendly)");
if (QUERY_FLAG(op, FLAG_UNAGGRESSIVE))
stringbuffer_append_string(buf, "(unaggressive)");
if (QUERY_FLAG(op, FLAG_HITBACK))
stringbuffer_append_string(buf, "(hitback)");
if (QUERY_FLAG(op, FLAG_STEALTH))
stringbuffer_append_string(buf, "(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;
stringbuffer_append_string(buf, "(Spell abilities:)");
}
stringbuffer_append_printf(buf, "(%s)", t->item->clone.name);
}
}
if (op->type == PLAYER) {
if (op->contr->digestion) {
if (op->contr->digestion != 0)
stringbuffer_append_printf(buf, "(sustenance%+d)", op->contr->digestion);
}
if (op->contr->gen_grace) {
stringbuffer_append_printf(buf, "(grace%+d)", op->contr->gen_grace);
}
if (op->contr->gen_sp) {
stringbuffer_append_printf(buf, "(magic%+d)", op->contr->gen_sp);
}
if (op->contr->gen_hp) {
stringbuffer_append_printf(buf, "(regeneration%+d)", op->contr->gen_hp);
}
if (op->stats.luck) {
stringbuffer_append_printf(buf, "(luck%+d)", op->stats.luck);
}
}
/* describe attacktypes */
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;
tmp = object_find_by_type_and_name(op, SKILL, "clawing");
if (tmp && tmp->attacktype != 0) {
describe_attacktype("Claws", tmp->attacktype, buf);
} else {
describe_attacktype("Attacks", op->attacktype, buf);
}
} else {
describe_attacktype("Attacks", op->attacktype, buf);
}
describe_spellpath_attenuation("Attuned", op->path_attuned &~ op->path_denied, buf);
describe_spellpath_attenuation("Repelled", op->path_repelled &~ op->path_denied, buf );
describe_spellpath_attenuation("Denied", op->path_denied, buf);
describe_resistance(op, 0, use_media_tags, buf);
return buf;
}
/**
* 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 use_media_tags
* if non-zero, then media tags (colors and such) are inserted in the description.
* This enables the player to more easily see some things.
* @param buf
* buffer that will contain the description. Can be NULL.
* @return buf, or new StringBuffer the caller must free if buf was NULL.
*
* @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.
*/
StringBuffer *describe_item(const object *op, const object *owner, int use_media_tags, StringBuffer *buf) {
int identified, i;
if (buf == NULL)
buf = stringbuffer_new();
if (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) {
return describe_monster(op, use_media_tags, buf);
}
/* figure this out once, instead of making multiple calls to is_identified.
* also makes the code easier to read.
*/
if (is_identified(op)) {
identified = 1;
} else {
stringbuffer_append_string(buf, "(unidentified)");
identified = 0;
}
switch (op->type) {
case BOW:
case ARROW:
case WAND:
case ROD:
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 FOOD:
case FLESH:
case DRINK:
if (identified || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) {
stringbuffer_append_printf(buf, "(food+%d)", op->stats.food);
if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled(op->last_eat)) {
stringbuffer_append_printf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]);
}
if (!QUERY_FLAG(op, FLAG_CURSED)) {
if (op->stats.hp)
stringbuffer_append_string(buf, "(heals)");
if (op->stats.sp)
stringbuffer_append_string(buf, "(spellpoint regen)");
} else {
if (op->stats.hp)
stringbuffer_append_string(buf, "(damages)");
if (op->stats.sp)
stringbuffer_append_string(buf, "(spellpoint depletion)");
}
}
break;
case SKILL:
case RING:
case AMULET:
if (op->item_power) {
stringbuffer_append_printf(buf, "(item_power %+d)", op->item_power);
}
ring_desc(op, use_media_tags, buf);
return buf;
default:
return buf;
}
/* 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) {
stringbuffer_append_printf(buf, "(%s%+d)", short_stat_name[attr], val);
}
}
if (op->glow_radius)
stringbuffer_append_string(buf, "(glowing)");
switch (op->type) {
case FLESH:
break;
default:
if (op->stats.exp) {
stringbuffer_append_printf(buf, "(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 AMULET:
case ARMOUR:
case BRACERS:
case FORCE:
case CLOAK:
if (op->stats.wc) {
stringbuffer_append_printf(buf, "(wc%+d)", op->stats.wc);
}
if (op->stats.dam) {
stringbuffer_append_printf(buf, "(dam%+d)", op->stats.dam);
}
if (op->stats.ac) {
stringbuffer_append_printf(buf, "(ac%+d)", op->stats.ac);
}
if ((op->type == WEAPON || op->type == BOW) && op->level > 0) {
stringbuffer_append_printf(buf, "(improved %d/%d)", op->last_eat, op->level);
}
break;
default:
break;
}
if (QUERY_FLAG(op, FLAG_XRAYS))
stringbuffer_append_string(buf, "(xray-vision)");
if (QUERY_FLAG(op, FLAG_SEE_IN_DARK))
stringbuffer_append_string(buf, "(infravision)");
/* levitate was what is was before, so we'll keep it */
if (op->move_type&MOVE_FLY_LOW)
stringbuffer_append_string(buf, "(levitate)");
if (op->move_type&MOVE_FLY_HIGH)
stringbuffer_append_string(buf, "(fly)");
if (op->move_type&MOVE_SWIM)
stringbuffer_append_string(buf, "(swim)");
/* walking is presumed as 'normal', so doesn't need mentioning */
if (op->item_power) {
stringbuffer_append_printf(buf, "(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;
switch (op->type) {
case ROD: /* These use stats.sp for spell selection and stats.food */
case BOW: /* and stats.hp for spell-point regeneration... */
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)) {
stringbuffer_append_printf(buf, "(Max speed %1.2f)", ARMOUR_SPEED(op)/10.0);
}
if (ARMOUR_SPELLS(op)) {
stringbuffer_append_printf(buf, "(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;
stringbuffer_append_printf(buf, "(weapon speed %d)", i);
more_info = 1;
break;
}
if (more_info) {
if (op->stats.food) {
if (op->stats.food != 0)
stringbuffer_append_printf(buf, "(sustenance%+d)", op->stats.food);
}
if (op->stats.grace) {
stringbuffer_append_printf(buf, "(grace%+d)", op->stats.grace);
}
if (op->stats.sp) {
stringbuffer_append_printf(buf, "(magic%+d)", op->stats.sp);
}
if (op->stats.hp) {
stringbuffer_append_printf(buf, "(regeneration%+d)", op->stats.hp);
}
}
if (op->stats.luck) {
stringbuffer_append_printf(buf, "(luck%+d)", op->stats.luck);
}
if (QUERY_FLAG(op, FLAG_LIFESAVE))
stringbuffer_append_string(buf, "(lifesaving)");
if (QUERY_FLAG(op, FLAG_REFL_SPELL))
stringbuffer_append_string(buf, "(reflect spells)");
if (QUERY_FLAG(op, FLAG_REFL_MISSILE))
stringbuffer_append_string(buf, "(reflect missiles)");
if (QUERY_FLAG(op, FLAG_STEALTH))
stringbuffer_append_string(buf, "(stealth)");
if (op->slaying != NULL && op->type != FOOD) {
stringbuffer_append_printf(buf, "(slay %s)", op->slaying);
}
describe_attacktype("Attacks", op->attacktype, buf);
/* 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, 1, buf);
}
describe_spellpath_attenuation("Attuned", op->path_attuned &~ op->path_denied, buf);
describe_spellpath_attenuation("Repelled", op->path_repelled &~ op->path_denied, buf);
describe_spellpath_attenuation("Denied", op->path_denied, buf);
}
return buf;
}
/**
* 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->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;
}
/**
* Return true if this item's type is one that cares about whether or not it's
* been identified -- e.g. money and walls don't care (they are considered to
* be "always identified" no matter what FLAG_IDENTIFIED says) but weapons and
* scrolls do.
* In practice, this means anything with at least one identifyskill in the
* typedata, or skill tools (which have no identifyskill, but can still be IDed
* using magic).
*
* @param op
* Object to check.
* @return
* True if the object can be identified.
* @todo
* Ideally, this distinction would be meaningless and we'd just always check
* FLAG_IDENTIFIED, and assume that items that shouldn't ever need to be
* identified will always have the flag set. In practice we can't reliably
* make that assumption.
*/
int is_identifiable_type(const object *op) {
/* Special case -- skill tools don't have an associated identification
* skill but still need IDing. TODO: we should probably have per-tool ID
* skills, e.g. thievery for lockpicks and thaumaturgy for talismans, but
* currently there's no good way to do this because the identifyskill is
* tied to the itemtype rather than to the arch. */
if (op->type == SKILL_TOOL) return true;
/* Sometimes an itemtype has no associated typedata?! */
const typedata *td = get_typedata(op->type);
return td && td->identifyskill;
}
/**
* Return true if the item is identified, either because it is of a type that
* doesn't ever need identification (e.g. money), or because it has
* FLAG_IDENTIFIED set.
* Uses is_identifiable_type() to distinguish between the two cases.
*
* @param op
* Object to check.
* @return
* true if the item has been identified, or doesn't need identification.
*/
int is_identified(const object *op) {
return !is_identifiable_type(op) || QUERY_FLAG(op, FLAG_IDENTIFIED);
}
/**
* Ensure op has all its "identified" properties set.
* @param op object to process.
*/
void object_give_identified_properties(object *op) {
sstring key;
key = object_get_value(op, "identified_face");
if (key != NULL) {
op->face = find_face(key, op->face);
/* if the face is defined, clean the animation, because else
* the face can be lost ; if an animation is defined, it'll be
* processed later on */
CLEAR_FLAG(op, FLAG_CLIENT_ANIM_RANDOM);
CLEAR_FLAG(op, FLAG_CLIENT_ANIM_SYNC);
op->anim_speed = 0;
op->animation = 0;
object_set_value(op, "identified_face", NULL, 0);
}
if (object_get_value(op, "identified_anim_random") != NULL) {
SET_FLAG(op, FLAG_CLIENT_ANIM_RANDOM);
object_set_value(op, "identified_anim_random", NULL, 0);
}
key = object_get_value(op, "identified_anim_speed");
if (key != NULL) {
op->anim_speed = atoi(key);
op->last_anim = 1;
object_set_value(op, "identified_anim_speed", NULL, 0);
}
key = object_get_value(op, "identified_animation");
if (key != NULL) {
op->animation = find_animation(key);
if (!QUERY_FLAG(op, FLAG_IS_TURNABLE))
SET_FLAG(op, FLAG_ANIMATE);
animate_object(op, op->facing);
object_set_value(op, "identified_animation", NULL, 0);
}
key = object_get_value(op, "identified_name");
if (key != NULL) {
FREE_AND_COPY(op->name, key);
object_set_value(op, "identified_name", NULL, 0);
}
key = object_get_value(op, "identified_name_pl");
if (key != NULL) {
FREE_AND_COPY(op->name_pl, key);
object_set_value(op, "identified_name_pl", NULL, 0);
}
}
/**
* Identifies an item.
* Supposed to fix face-values as well here, but later.
* Note - this may merge op with other object, so
* this function returns either the merged object
* or the original if no merge happened.
*
* @param op
* item to identify. Can be already identified without ill effects.
* @retval object
* The identify object - this may vary from op if the object was
* merged.
*/
object *identify(object *op) {
object *pl, *op1;
SET_FLAG(op, FLAG_IDENTIFIED);
CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT);
object_give_identified_properties(op);
/*
* 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);
if (op->type == POTION) {
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 = map_find_by_type(op->map, op->x, op->y, PLAYER);
object_update(op, UP_OBJ_FACE);
op1 = object_merge(op, GET_MAP_TOP(op->map, op->x, op->y));
if (op1) op = op1;
if (player)
esrv_update_item(UPD_FACE | UPD_NAME | UPD_FLAGS, player, op);
} else {
pl = object_get_player_container(op->env);
op1 = object_merge(op, op->env->inv);
if (op1) op = op1;
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);
}
return op;
}
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