--- deliantra/server/common/item.C 2007/07/10 05:51:37 1.39
+++ deliantra/server/common/item.C 2009/10/12 04:03:41 1.57
@@ -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 (©) 2005,2006,2007,2008,2009 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
@@ -253,10 +254,7 @@
int
get_power_from_ench (int ench)
{
- if (ench < 0) ench = 0;
- if (ench > 20) ench = 20;
-
- return enc_to_item_power[ench];
+ return enc_to_item_power [clamp (ench, 0, 20)];
}
/* This takes an object 'op' and figures out what its item_power
@@ -300,9 +298,11 @@
for (i = 1; i < NROFATTACKS; i++)
if (op->attacktype & (1 << i))
enc++;
+
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) ||
@@ -315,6 +315,7 @@
enc += op->stats.grace; /* grace regen */
enc += op->stats.exp; /* speed bonus */
}
+
enc += op->stats.luck;
/* Do spell paths now */
@@ -328,20 +329,13 @@
enc--;
}
- 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;
+ if (op->flag [FLAG_LIFESAVE ]) enc += 5;
+ if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
+ if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
+ if (op->flag [FLAG_XRAYS ]) enc += 2;
+ if (op->flag [FLAG_STEALTH ]) enc += 1;
+ if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
+ if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
return get_power_from_ench (enc);
}
@@ -351,11 +345,10 @@
const typedata *
get_typedata (int itemtype)
{
- int i;
-
- for (i = 0; i < item_types_size; i++)
+ for (int i = 0; i < item_types_size; i++)
if (item_types[i].number == itemtype)
return &item_types[i];
+
return NULL;
}
@@ -365,19 +358,19 @@
const typedata *
get_typedata_by_name (const char *name)
{
- int i;
-
- for (i = 0; i < item_types_size; i++)
+ for (int 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++)
+
+ for (int 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);
+ "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
return &item_types[i];
}
- return NULL;
+
+ return 0;
}
/* describe_resistance generates the visible naming for resistances.
@@ -406,6 +399,7 @@
strcat (buf, buf1);
}
}
+
return buf;
}
@@ -414,12 +408,14 @@
* query_weight(object) returns a character pointer to a static buffer
* containing the text-representation of the weight of the given object.
* The buffer will be overwritten by the next call to query_weight().
+ *
+ * Seems to be used only by unimportant stuff. Remove?
*/
const char *
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 " ";
@@ -449,6 +445,7 @@
if (i < 21)
return levelnumbers[i];
+
if (!(i % 10))
return levelnumbers_10[i / 10];
@@ -534,18 +531,24 @@
/*
* query_short_name(object) is similar to query_name, but doesn't
* contain any information about object status (worn/cursed/etc.)
+ *
+ * It is sometimes used when printing messages, so should fit well into a sentence.
*/
const char *
query_short_name (const object *op)
{
- static dynbuf_text buf; buf.clear ();
-
- if (op->name == NULL)
+ if (!op->name)
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 +570,31 @@
}
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 +607,7 @@
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);
@@ -597,6 +626,8 @@
* returned is good forever.) However, it makes printing statements that
* use several names much easier (don't need to store them to temp variables.)
*
+ * It is used extensively within messages, so should return only a prose
+ * and short description of the item.
*/
const char *
query_name (const object *op)
@@ -643,7 +674,7 @@
buf << " (magic)";
#if 0
- /* item_power will be returned in desribe_item - it shouldn't really
+ /* item_power will be returned in describe_item - it shouldn't really
* be returned in the name.
*/
if (op->item_power)
@@ -685,6 +716,25 @@
}
}
+ switch (op->type)
+ {
+ case LAMP:
+ if (op->glow_radius)
+ buf << " (on)";
+ else if (op->stats.food <= 0)
+ buf << " (empty)";
+ else
+ buf << " (off)";
+ break;
+
+ case TORCH:
+ if (op->glow_radius)
+ buf << " (burning)";
+ else if (op->stats.food <= 0)
+ buf << " (burned out)";
+ break;
+ }
+
if (QUERY_FLAG (op, FLAG_UNPAID))
buf << " (unpaid)";
@@ -699,6 +749,9 @@
* 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.
+ *
+ * It is sometimes used to display messages, and usually only used to match stuff,
+ * so maybe this function should be removed.
*/
const char *
query_base_name (const object *op, int plural)
@@ -778,7 +831,7 @@
switch ((int) ((FABS (op->speed)) * 15))
{
case 0:
- buf << "(very slow movement";
+ buf << "(very slow movement)";
break;
case 1:
buf << "(slow movement)";
@@ -903,11 +956,6 @@
* a dwarven axe, in which the full abilities are only known to
* dwarves, etc.
*
- * 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.
- *
* 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)
@@ -977,6 +1025,28 @@
buf << "almost full.";
break;
+ case LAMP:
+ {
+ int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
+ buf << "(fuel: ";
+ if (percent == 0)
+ buf << "empty";
+ else if (percent < 10)
+ buf << "very low";
+ else if (percent < 25)
+ buf << "low";
+ else if (percent < 50)
+ buf << "half empty";
+ else if (percent < 75)
+ buf << "half full";
+ else if (percent < 95)
+ buf << "well filled";
+ else if (percent <= 100)
+ buf << "full";
+ buf << ")";
+ }
+ break;
+
case FOOD:
case FLESH:
case DRINK:
@@ -1140,6 +1210,9 @@
if (op->slaying && op->type != FOOD)
buf.printf ("(slay %s)", &op->slaying);
+ if (op->type == SKILL_TOOL && op->skill)
+ buf.printf ("(%s)", &op->skill);
+
buf.add_abilities ("Attacks", op->attacktype);
/* resistance on flesh is only visible for quetzals. If
* non flesh, everyone can see its resistances
@@ -1161,6 +1234,38 @@
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, tmp->query_name (), tmp->count, tmp->query_weight ());
+ else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
+ buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
+
+ if (buf.size ())
+ buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
+ 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.
@@ -1296,8 +1401,6 @@
void
identify (object *op)
{
- object *pl;
-
SET_FLAG (op, FLAG_IDENTIFIED);
CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
@@ -1314,7 +1417,7 @@
op->title = op->inv->name;
else if (op->arch)
{
- op->name = op->arch->object::name;
+ op->name = op->arch->object::name;
op->name_pl = op->arch->object::name_pl;
}
}
@@ -1322,14 +1425,11 @@
/* If the object is on a map, make sure we update its face */
if (op->map)
update_object (op, UP_OBJ_CHANGE);
- else
- {
- pl = op->in_player ();
- if (pl)
- /* A lot of the values can change from an update - might as well send
- * it all.
- */
- esrv_send_item (pl, op);
- }
+
+ if (object *pl = op->visible_to ())
+ /* A lot of the values can change from an update - might as well send
+ * it all.
+ */
+ esrv_send_item (pl, op);
}