--- deliantra/server/common/item.C 2007/07/10 05:51:37 1.39
+++ deliantra/server/common/item.C 2008/04/21 23:35:24 1.47
@@ -1,11 +1,11 @@
/*
- * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software: you can redistribute it and/or modify
+ * Deliantra 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 3 of the License, or
* (at your option) any later version.
@@ -18,14 +18,15 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
#include
-#include
#include
#include
+const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
+
/* 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
@@ -419,7 +420,7 @@
query_weight (const object *op)
{
static char buf[10];
- sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying;
+ sint32 i = op->total_weight ();
if (op->weight < 0)
return " ";
@@ -538,14 +539,18 @@
const char *
query_short_name (const object *op)
{
- static dynbuf_text buf; buf.clear ();
-
- if (op->name == NULL)
+ if (op->name == 0)
return "(null)";
- if (!op->nrof && !op->weight && !op->title && !is_magical (op))
+ if (!op->nrof
+ && !op->weight
+ && !op->title
+ && !is_magical (op)
+ && op->slaying != shstr_money)
return op->name; /* To speed things up (or make things slower?) */
+ static dynbuf_text buf; buf.clear ();
+
buf << (op->nrof <= 1 ? op->name : op->name_pl);
if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
@@ -567,6 +572,31 @@
}
break;
+ case ALTAR:
+ case TRIGGER_ALTAR:
+ case IDENTIFY_ALTAR:
+ case CONVERTER:
+ if (op->slaying == shstr_money)
+ {
+ bool wrap = !!buf.size ();
+
+ if (wrap) buf << " [";
+
+ archetype *coin = 0;
+
+ for (char const *const *c = coins; *coins; ++c)
+ if ((coin = archetype::find (*c)))
+ if (op->stats.food % coin->value == 0)
+ break;
+
+ sint32 coins = op->stats.food / coin->value;
+
+ buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
+
+ if (wrap) buf << ']';
+ }
+ break;
+
case SKILL:
case AMULET:
case RING:
@@ -579,6 +609,7 @@
buf << " " << s;
}
break;
+
default:
if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
buf.printf (" %+d", op->magic);
@@ -1161,6 +1192,37 @@
return std::string (::describe_item (this, who));
}
+void
+examine (object *op, object *tmp)
+{
+ std::string info = tmp->describe (op);
+ op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
+}
+
+/*
+ * inventory prints object's inventory. If inv==NULL then print player's
+ * inventory.
+ * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
+ */
+const char *
+object::query_inventory (object *who, const char *indent)
+{
+ static dynbuf_text buf; buf.clear ();
+
+ for (object *tmp = inv; tmp; tmp = tmp->below)
+ if (who && QUERY_FLAG (who, FLAG_WIZ))
+ buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp));
+ else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
+ buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp));
+
+ if (buf.size ())
+ buf.printf ("%s(total weight: %s)\n", indent, query_weight (this));
+ else
+ buf.printf ("%s(empty)\n", indent);
+
+ return buf;
+}
+
/* Return true if the item is magical. A magical item is one that
* increases/decreases any abilities, provides a resistance,
* has a generic magical bonus, or is an artifact.