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Comparing deliantra/server/common/item.C (file contents):
Revision 1.25 by root, Sun Mar 18 03:05:39 2007 UTC vs.
Revision 1.38 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27#include <living.h> 26#include <living.h>
47 * may be better. 46 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
49 * "This item goes %s\n", with the use/nonuse values filling in the %s 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
50 */ 49 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range", "in your range slot", "in a human's range slot"}, 51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"body_arm", "on your arm", "on a human's arm"}, 52 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
54 {"body_torso", "on your body", "on a human's torso"}, 53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_head", "on your head", "on a human's head"}, 54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"body_neck", "around your neck", "around a humans neck"}, 55 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
57 {"body_skill", "in your skill slot", "in a human's skill slot"}, 56 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
58 {"body_finger", "on your finger", "on a human's finger"} , 57 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
58 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
59 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
59 {"body_shoulder", "around your shoulders", "around a human's shoulders"}, 60 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
60 {"body_foot", "on your feet", "on a human's feet"}, 61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
61 {"body_hand", "on your hands", "on a human's hands"}, 62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
62 {"body_wrist", "around your wrists", "around a human's wrist"}, 63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
63 {"body_waist", "around your waist", "around a human's waist"}, 64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
64/*{"body_dragon_torso", "your body", "a dragon's body"} */ 65/*{"body_dragon_torso", "your body", "a dragon's body"} */
65}; 66};
66 67
67static char numbers[21][20] = { 68static char numbers[21][20] = {
68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
250}; 251};
251 252
252int 253int
253get_power_from_ench (int ench) 254get_power_from_ench (int ench)
254{ 255{
255 if (ench < 0) 256 if (ench < 0) ench = 0;
256 ench = 0; 257 if (ench > 20) ench = 20;
257 if (ench > 20) 258
258 ench = 20;
259 return enc_to_item_power[ench]; 259 return enc_to_item_power[ench];
260} 260}
261 261
262/* This takes an object 'op' and figures out what its item_power 262/* This takes an object 'op' and figures out what its item_power
263 * rating should be. This should only really be used by the treasure 263 * rating should be. This should only really be used by the treasure
271{ 271{
272 int i, tmp, enc; 272 int i, tmp, enc;
273 273
274 enc = 0; 274 enc = 0;
275 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
276 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
277 277
278 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
279 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
280 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
281 * armour shouldn't be counted against 281 * armour shouldn't be counted against
342 enc += 1; 342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1; 344 enc += 1;
345 345
346 return get_power_from_ench (enc); 346 return get_power_from_ench (enc);
347
348} 347}
349 348
350/* returns the typedata that has a number equal to itemtype, if there 349/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 350 * isn't one, returns NULL */
352
353const typedata * 351const typedata *
354get_typedata (int itemtype) 352get_typedata (int itemtype)
355{ 353{
356 int i; 354 int i;
357 355
362} 360}
363 361
364/* returns the typedata that has a name equal to itemtype, if there 362/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 363 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 364 * one return NULL */
367
368const typedata * 365const typedata *
369get_typedata_by_name (const char *name) 366get_typedata_by_name (const char *name)
370{ 367{
371 int i; 368 int i;
372 369
504 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
505 return buf; 502 return buf;
506 503
507 for (attr = 0; attr < NUM_STATS; attr++) 504 for (attr = 0; attr < NUM_STATS; attr++)
508 { 505 {
509 if ((val = get_attr_value (&(op->stats), attr)) != 0) 506 if ((val = op->stats.stat (attr)))
510 {
511 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
512 }
513 } 508 }
509
514 if (op->stats.exp) 510 if (op->stats.exp)
515 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 511 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
516 if (op->stats.wc) 512 if (op->stats.wc)
517 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc); 513 sprintf (buf + strlen (buf), "(wc%+d)", op->stats.wc);
518 if (op->stats.dam) 514 if (op->stats.dam)
540 strcat (buf, "(reflect spells)"); 536 strcat (buf, "(reflect spells)");
541 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 537 if (QUERY_FLAG (op, FLAG_REFL_MISSILE))
542 strcat (buf, "(reflect missiles)"); 538 strcat (buf, "(reflect missiles)");
543 if (QUERY_FLAG (op, FLAG_STEALTH)) 539 if (QUERY_FLAG (op, FLAG_STEALTH))
544 strcat (buf, "(stealth)"); 540 strcat (buf, "(stealth)");
541
545 /* Shorten some of the names, so they appear better in the windows */ 542 /* Shorten some of the names, so they appear better in the windows */
546 len = strlen (buf); 543 len = strlen (buf);
547 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF); 544 DESCRIBE_PATH_SAFE (buf, op->path_attuned, "Attuned", &len, VERY_BIG_BUF);
548 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF); 545 DESCRIBE_PATH_SAFE (buf, op->path_repelled, "Repelled", &len, VERY_BIG_BUF);
549 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF); 546 DESCRIBE_PATH_SAFE (buf, op->path_denied, "Denied", &len, VERY_BIG_BUF);
714 { 711 {
715 case BOW: 712 case BOW:
716 case WAND: 713 case WAND:
717 case ROD: 714 case ROD:
718 case HORN: 715 case HORN:
719 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 716 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (readied)" : " (applied)", &len, HUGE_BUF);
720 break; 717 break;
721 case WEAPON: 718 case WEAPON:
722 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 719 safe_strcat (buf[use_buf], op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)", &len, HUGE_BUF);
723 break; 720 break;
724 case ARMOUR: 721 case ARMOUR:
725 case HELMET: 722 case HELMET:
726 case SHIELD: 723 case SHIELD:
727 case RING: 724 case RING:
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
774 mt = name_to_material (op->materialname); 771 mt = name_to_material (op->materialname);
775 772
776#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
779 { 776 {
780 strcpy (buf, mt->description); 777 strcpy (buf, mt->description);
781 len = strlen (buf); 778 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural) 780 if (!plural)
842 safe_strcat (buf, " ", &len, MAX_BUF); 839 safe_strcat (buf, " ", &len, MAX_BUF);
843 safe_strcat (buf, s, &len, MAX_BUF); 840 safe_strcat (buf, s, &len, MAX_BUF);
844 } 841 }
845 } 842 }
846 break; 843 break;
844
847 default: 845 default:
848 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
849 {
850 sprintf (buf + strlen (buf), " %+d", op->magic); 847 sprintf (buf + strlen (buf), " %+d", op->magic);
851 }
852 } 848 }
853 849
854 return buf; 850 return buf;
855} 851}
856 852
937 { 933 {
938 treasure *t; 934 treasure *t;
939 int first = 1; 935 int first = 1;
940 936
941 for (t = op->randomitems->items; t != NULL; t = t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
942 if (t->item && t->item->clone.type == SPELL) 938 if (t->item && t->item->type == SPELL)
943 { 939 {
944 if (first) 940 if (first)
945 { 941 {
946 first = 0; 942 first = 0;
947 strcat (retbuf, "(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
948 } 944 }
949 strcat (retbuf, "("); 945 strcat (retbuf, "(");
950 strcat (retbuf, t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
951 strcat (retbuf, ")"); 947 strcat (retbuf, ")");
952 } 948 }
953 } 949 }
954 if (op->type == PLAYER) 950 if (op->type == PLAYER)
955 { 951 {
1085 break; /* We have more information to do below this switch */ 1081 break; /* We have more information to do below this switch */
1086 1082
1087 case POWER_CRYSTAL: 1083 case POWER_CRYSTAL:
1088 if (op->stats.maxsp > 1000) 1084 if (op->stats.maxsp > 1000)
1089 { /*higher capacity crystals */ 1085 { /*higher capacity crystals */
1090 i = (op->stats.maxsp % 100) / 10; 1086 i = (op->stats.maxsp % 1000) / 100;
1087
1091 if (i) 1088 if (i)
1092 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1089 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1093 else 1090 else
1094 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1091 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1095 } 1092 }
1096 else 1093 else
1097 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1095
1098 strcat (retbuf, buf); 1096 strcat (retbuf, buf);
1099 i = (op->stats.sp * 10) / op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1100 if (op->stats.sp == 0) 1098 if (op->stats.sp == 0)
1101 strcat (retbuf, "empty."); 1099 strcat (retbuf, "empty.");
1102 else if (i == 0) 1100 else if (i == 0)
1167 { 1165 {
1168 int attr, val; 1166 int attr, val;
1169 1167
1170 for (attr = 0; attr < NUM_STATS; attr++) 1168 for (attr = 0; attr < NUM_STATS; attr++)
1171 { 1169 {
1172 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1170 if ((val = op->stats.stat (attr)))
1173 { 1171 {
1174 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1175 strcat (retbuf, buf); 1173 strcat (retbuf, buf);
1176 } 1174 }
1177 } 1175 }
1361 } 1359 }
1362 1360
1363 return retbuf; 1361 return retbuf;
1364} 1362}
1365 1363
1364std::string
1365object::describe_item (object *who)
1366{
1367 return std::string (::describe_item (this, who));
1368}
1369
1366/* Return true if the item is magical. A magical item is one that 1370/* Return true if the item is magical. A magical item is one that
1367 * increases/decreases any abilities, provides a resistance, 1371 * increases/decreases any abilities, provides a resistance,
1368 * has a generic magical bonus, or is an artifact. 1372 * has a generic magical bonus, or is an artifact.
1369 * This function is used by detect_magic to determine if an item 1373 * This function is used by detect_magic to determine if an item
1370 * should be marked as magical. 1374 * should be marked as magical.
1428 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1429 return 1; 1433 return 1;
1430 1434
1431 /* Check to see if it increases/decreases any stats */ 1435 /* Check to see if it increases/decreases any stats */
1432 for (i = 0; i < NUM_STATS; i++) 1436 for (i = 0; i < NUM_STATS; i++)
1433 if (get_attr_value (&(op->stats), i) != 0) 1437 if (op->stats.stat (i))
1434 return 1; 1438 return 1;
1435 1439
1436 /* If it doesn't fall into any of the above categories, must 1440 /* If it doesn't fall into any of the above categories, must
1437 * be non magical. 1441 * be non magical.
1438 */ 1442 */
1447int 1451int
1448need_identify (const object *op) 1452need_identify (const object *op)
1449{ 1453{
1450 switch (op->type) 1454 switch (op->type)
1451 { 1455 {
1452 case RING: 1456 case RING:
1453 case WAND: 1457 case WAND:
1454 case ROD: 1458 case ROD:
1455 case HORN: 1459 case HORN:
1456 case SCROLL: 1460 case SCROLL:
1457 case SKILL: 1461 case SKILL:
1458 case SKILLSCROLL: 1462 case SKILLSCROLL:
1459 case SPELLBOOK: 1463 case SPELLBOOK:
1460 case FOOD: 1464 case FOOD:
1461 case POTION: 1465 case POTION:
1462 case BOW: 1466 case BOW:
1463 case ARROW: 1467 case ARROW:
1464 case WEAPON: 1468 case WEAPON:
1465 case ARMOUR: 1469 case ARMOUR:
1466 case SHIELD: 1470 case SHIELD:
1467 case HELMET: 1471 case HELMET:
1468 case AMULET: 1472 case AMULET:
1469 case BOOTS: 1473 case BOOTS:
1470 case GLOVES: 1474 case GLOVES:
1471 case BRACERS: 1475 case BRACERS:
1472 case GIRDLE: 1476 case GIRDLE:
1473 case CONTAINER: 1477 case CONTAINER:
1474 case DRINK: 1478 case DRINK:
1475 case FLESH: 1479 case FLESH:
1476 case INORGANIC: 1480 case INORGANIC:
1477 case CLOSE_CON: 1481 case CLOSE_CON:
1478 case CLOAK: 1482 case CLOAK:
1479 case GEM: 1483 case GEM:
1480 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1481 case POISON: 1485 case POISON:
1482 case BOOK: 1486 case BOOK:
1483 case SKILL_TOOL: 1487 case SKILL_TOOL:
1484 return 1; 1488 return 1;
1485 } 1489 }
1490
1486 /* Try to track down some stuff that may show up here. Thus, the 1491 /* Try to track down some stuff that may show up here. Thus, the
1487 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1488 */ 1493 */
1489#if 0 1494#if 0
1490 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1514 { 1519 {
1515 if (op->inv && op->randomitems) 1520 if (op->inv && op->randomitems)
1516 op->title = op->inv->name; 1521 op->title = op->inv->name;
1517 else if (op->arch) 1522 else if (op->arch)
1518 { 1523 {
1519 op->name = op->arch->clone.name; 1524 op->name = op->arch->object::name;
1520 op->name_pl = op->arch->clone.name_pl; 1525 op->name_pl = op->arch->object::name_pl;
1521 } 1526 }
1522 } 1527 }
1523 1528
1524 /* If the object is on a map, make sure we update its face */ 1529 /* If the object is on a map, make sure we update its face */
1525 if (op->map) 1530 if (op->map)

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