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Comparing deliantra/server/common/item.C (file contents):
Revision 1.41 by root, Thu Nov 8 19:43:23 2007 UTC vs.
Revision 1.66 by root, Sun Nov 8 20:55:39 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
28 30
29/* the ordering of this is actually doesn't make a difference 31/* the ordering of this is actually doesn't make a difference
30 * However, for ease of use, new entries should go at the end 32 * However, for ease of use, new entries should go at the end
31 * so those people that debug the code that get used to something 33 * so those people that debug the code that get used to something
32 * being in the location 4 don't get confused. 34 * being in the location 4 don't get confused.
61 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
62 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
63 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
64 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
65/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
66};
67
68static char numbers[21][20] = {
69 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
70 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
71 "eighteen", "nineteen", "twenty"
72}; 68};
73 69
74static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
75 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
76 "eighty", "ninety" 72 "eighty", "ninety"
168 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
169 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
170 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
171 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
172 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
173 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
174 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
175 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
176 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
177 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
178 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
205 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
206 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
207 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
208}; 204};
209 205
210const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
211 207
212materialtype_t *materialt; 208materialtype_t *materialt;
213 209
214/* 210/*
215materialtype material[NROFMATERIALS] = { 211materialtype material[NROFMATERIALS] = {
251}; 247};
252 248
253int 249int
254get_power_from_ench (int ench) 250get_power_from_ench (int ench)
255{ 251{
256 if (ench < 0) ench = 0;
257 if (ench > 20) ench = 20;
258
259 return enc_to_item_power[ench]; 252 return enc_to_item_power [clamp (ench, 0, 20)];
260} 253}
261 254
262/* This takes an object 'op' and figures out what its item_power 255/* 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 256 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 257 * generation code, and when loading legacy objects. It returns
298 if (op->type == WEAPON) 291 if (op->type == WEAPON)
299 { 292 {
300 for (i = 1; i < NROFATTACKS; i++) 293 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 294 if (op->attacktype & (1 << i))
302 enc++; 295 enc++;
296
303 if (op->slaying) 297 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 298 enc += 2; /* What it slays is probably more relevent */
305 } 299 }
300
306 /* Items the player can equip */ 301 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 302 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 303 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 304 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 305 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 308 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 309 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 310 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 311 enc += op->stats.exp; /* speed bonus */
317 } 312 }
313
318 enc += op->stats.luck; 314 enc += op->stats.luck;
319 315
320 /* Do spell paths now */ 316 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 317 for (i = 1; i < NRSPELLPATHS; i++)
322 {
323 if (op->path_attuned & (1 << i)) 318 if (op->path_attuned & (1 << i))
324 enc++; 319 enc++;
325 else if (op->path_denied & (1 << i)) 320 else if (op->path_denied & (1 << i))
326 enc -= 2; 321 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 322 else if (op->path_repelled & (1 << i))
328 enc--; 323 enc--;
329 }
330 324
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 325 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 326 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 327 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 328 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 329 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 330 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 331 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
338 enc += 1;
339 if (QUERY_FLAG (op, FLAG_XRAYS))
340 enc += 2;
341 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
344 enc += 1;
345 332
346 return get_power_from_ench (enc); 333 return get_power_from_ench (enc);
347} 334}
348 335
349/* returns the typedata that has a number equal to itemtype, if there 336/* returns the typedata that has a number equal to itemtype, if there
350 * isn't one, returns NULL */ 337 * isn't one, returns NULL */
351const typedata * 338const typedata *
352get_typedata (int itemtype) 339get_typedata (int itemtype)
353{ 340{
354 int i;
355
356 for (i = 0; i < item_types_size; i++) 341 for (int i = 0; i < item_types_size; i++)
357 if (item_types[i].number == itemtype) 342 if (item_types[i].number == itemtype)
358 return &item_types[i]; 343 return &item_types[i];
344
359 return NULL; 345 return NULL;
360} 346}
361 347
362/* returns the typedata that has a name equal to itemtype, if there 348/* returns the typedata that has a name equal to itemtype, if there
363 * isn't one, return the plural name that matches, if there still isn't 349 * isn't one, return the plural name that matches, if there still isn't
364 * one return NULL */ 350 * one return NULL */
365const typedata * 351const typedata *
366get_typedata_by_name (const char *name) 352get_typedata_by_name (const char *name)
367{ 353{
368 int i;
369
370 for (i = 0; i < item_types_size; i++) 354 for (int i = 0; i < item_types_size; i++)
371 if (!strcmp (item_types[i].name, name)) 355 if (!strcmp (item_types[i].name, name))
372 return &item_types[i]; 356 return &item_types[i];
357
373 for (i = 0; i < item_types_size; i++) 358 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name_pl, name)) 359 if (!strcmp (item_types[i].name_pl, name))
375 { 360 {
376 LOG (llevInfo, 361 LOG (llevInfo,
377 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 362 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
378 return &item_types[i]; 363 return &item_types[i];
379 } 364 }
365
380 return NULL; 366 return 0;
381} 367}
382 368
383/* describe_resistance generates the visible naming for resistances. 369/* describe_resistance generates the visible naming for resistances.
384 * returns a static array of the description. This can return 370 * returns a static array of the description. This can return
385 * a big buffer. 371 * a big buffer.
387 * but do put a newline at the end. Useful when dumping to files 373 * but do put a newline at the end. Useful when dumping to files
388 */ 374 */
389const char * 375const char *
390describe_resistance (const object *op, int newline) 376describe_resistance (const object *op, int newline)
391{ 377{
392 static char buf[VERY_BIG_BUF]; 378 static dynbuf_text buf; buf.clear ();
393 char buf1[VERY_BIG_BUF];
394 int tmpvar;
395 379
396 buf[0] = 0; 380 for (int i = 0; i < NROFATTACKS; i++)
397 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
398 {
399 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 381 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
400 { 382 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
401 if (!newline)
402 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
403 else
404 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
405 383
406 strcat (buf, buf1);
407 }
408 }
409 return buf; 384 return buf;
410} 385}
411
412 386
413/* 387/*
414 * query_weight(object) returns a character pointer to a static buffer 388 * query_weight(object) returns a character pointer to a static buffer
415 * containing the text-representation of the weight of the given object. 389 * containing the text-representation of the weight of the given object.
416 * The buffer will be overwritten by the next call to query_weight(). 390 * The buffer will be overwritten by the next call to query_weight().
391 *
392 * Seems to be used only by unimportant stuff. Remove?
417 */ 393 */
418const char * 394const char *
419query_weight (const object *op) 395query_weight (const object *op)
420{ 396{
421 static char buf[10]; 397 static char buf[10];
422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 398 sint32 i = op->total_weight ();
423 399
424 if (op->weight < 0) 400 if (op->weight < 0)
425 return " "; 401 return " ";
426 402
427 if (i % 1000) 403 if (i % 1000)
447 return buf; 423 return buf;
448 } 424 }
449 425
450 if (i < 21) 426 if (i < 21)
451 return levelnumbers[i]; 427 return levelnumbers[i];
428
452 if (!(i % 10)) 429 if (!(i % 10))
453 return levelnumbers_10[i / 10]; 430 return levelnumbers_10[i / 10];
454 431
455 strcpy (buf, numbers_10[i / 10]); 432 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 433 strcat (buf, levelnumbers[i % 10]);
457 return buf; 434 return buf;
458}
459
460/*
461 * get_number(integer) returns the text-representation of the given number
462 * in a static buffer. The buffer might be overwritten at the next
463 * call to get_number().
464 * It is currently only used by the query_name() function.
465 */
466const char *
467get_number (int i)
468{
469 if (i <= 20)
470 return numbers[i];
471 else
472 {
473 static char buf[MAX_BUF];
474
475 sprintf (buf, "%d", i);
476 return buf;
477 }
478} 435}
479 436
480/* 437/*
481 * Returns pointer to static buffer containing ring's or amulet's 438 * Returns pointer to static buffer containing ring's or amulet's
482 * abilities 439 * abilities
488 */ 445 */
489 446
490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 447/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
491 * from stats.sp - b.t. 448 * from stats.sp - b.t.
492 */ 449 */
493const char * 450static const char *
494ring_desc (const object *op) 451ring_desc (const object *op)
495{ 452{
496 static dynbuf_text buf; buf.clear (); 453 static dynbuf_text buf; buf.clear ();
497 int attr, val, len; 454 int attr, val, len;
498 455
532} 489}
533 490
534/* 491/*
535 * query_short_name(object) is similar to query_name, but doesn't 492 * query_short_name(object) is similar to query_name, but doesn't
536 * contain any information about object status (worn/cursed/etc.) 493 * contain any information about object status (worn/cursed/etc.)
494 *
495 * It is sometimes used when printing messages, so should fit well into a sentence.
537 */ 496 */
538const char * 497const char *
539query_short_name (const object *op) 498query_short_name (const object *op)
540{ 499{
500 if (!op->name)
501 return "(null)";
502
503 if (!op->nrof
504 && !op->weight
505 && !op->title
506 && !is_magical (op)
507 && op->slaying != shstr_money)
508 return op->name; /* To speed things up (or make things slower?) */
509
541 static dynbuf_text buf; buf.clear (); 510 static dynbuf_text buf; buf.clear ();
542
543 if (op->name == NULL)
544 return "(null)";
545
546 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
547 return op->name; /* To speed things up (or make things slower?) */
548 511
549 buf << (op->nrof <= 1 ? op->name : op->name_pl); 512 buf << (op->nrof <= 1 ? op->name : op->name_pl);
550 513
551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 514 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
552 buf << ' ' << op->title; 515 buf << ' ' << op->title;
565 if (op->type != SPELLBOOK) 528 if (op->type != SPELLBOOK)
566 buf.printf (" (lvl %d)", op->level); 529 buf.printf (" (lvl %d)", op->level);
567 } 530 }
568 break; 531 break;
569 532
533 case ALTAR:
534 case TRIGGER_ALTAR:
535 case IDENTIFY_ALTAR:
536 case CONVERTER:
537 if (op->slaying == shstr_money)
538 {
539 bool wrap = !!buf.size ();
540
541 if (wrap) buf << " [";
542
543 archetype *coin = 0;
544
545 for (char const *const *c = coins; *coins; ++c)
546 if ((coin = archetype::find (*c)))
547 if (op->stats.food % coin->value == 0)
548 break;
549
550 sint32 coins = op->stats.food / coin->value;
551
552 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
553
554 if (wrap) buf << ']';
555 }
556 break;
557
570 case SKILL: 558 case SKILL:
571 case AMULET: 559 case AMULET:
572 case RING: 560 case RING:
573 if (!op->title) 561 if (!op->title)
574 { 562 {
577 565
578 if (s && *s) 566 if (s && *s)
579 buf << " " << s; 567 buf << " " << s;
580 } 568 }
581 break; 569 break;
570
582 default: 571 default:
583 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 572 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
584 buf.printf (" %+d", op->magic); 573 buf.printf (" %+d", op->magic);
585 } 574 }
586 575
595 * you can make several calls to query_name before the bufs start getting 584 * you can make several calls to query_name before the bufs start getting
596 * overwritten. This may be a bad thing (it may be easier to assume the value 585 * overwritten. This may be a bad thing (it may be easier to assume the value
597 * returned is good forever.) However, it makes printing statements that 586 * returned is good forever.) However, it makes printing statements that
598 * use several names much easier (don't need to store them to temp variables.) 587 * use several names much easier (don't need to store them to temp variables.)
599 * 588 *
589 * It is used extensively within messages, so should return only a prose
590 * and short description of the item.
600 */ 591 */
601const char * 592const char *
602query_name (const object *op) 593query_name (const object *op)
603{ 594{
604 int len = 0; 595 int len = 0;
617 608
618 buf << query_short_name (op); 609 buf << query_short_name (op);
619 610
620 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 611 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
621 buf << " *"; 612 buf << " *";
622 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 613 if (op->is_open_container ())
623 buf << " (open)"; 614 buf << " (open)";
624 615
625 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 616 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
626 { 617 {
627 if (QUERY_FLAG (op, FLAG_DAMNED)) 618 if (QUERY_FLAG (op, FLAG_DAMNED))
641 */ 632 */
642 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 633 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
643 buf << " (magic)"; 634 buf << " (magic)";
644 635
645#if 0 636#if 0
646 /* item_power will be returned in desribe_item - it shouldn't really 637 /* item_power will be returned in describe_item - it shouldn't really
647 * be returned in the name. 638 * be returned in the name.
648 */ 639 */
649 if (op->item_power) 640 if (op->item_power)
650 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 641 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
651 642
683 default: 674 default:
684 buf << " (applied)"; 675 buf << " (applied)";
685 } 676 }
686 } 677 }
687 678
679 switch (op->type)
680 {
681 case LAMP:
682 if (op->glow_radius)
683 buf << " (on)";
684 else if (op->stats.food <= 0)
685 buf << " (empty)";
686 else
687 buf << " (off)";
688 break;
689
690 case TORCH:
691 if (op->glow_radius)
692 buf << " (burning)";
693 else if (op->stats.food <= 0)
694 buf << " (burned out)";
695 break;
696 }
697
688 if (QUERY_FLAG (op, FLAG_UNPAID)) 698 if (QUERY_FLAG (op, FLAG_UNPAID))
689 buf << " (unpaid)"; 699 buf << " (unpaid)";
690 700
691 return buf; 701 return buf;
692} 702}
697 * of the given object. The buffer will be overwritten at the next 707 * of the given object. The buffer will be overwritten at the next
698 * call to query_base_name(). This is a lot like query_name, but we 708 * call to query_base_name(). This is a lot like query_name, but we
699 * don't include the item count or item status. Used for inventory sorting 709 * don't include the item count or item status. Used for inventory sorting
700 * and sending to client. 710 * and sending to client.
701 * If plural is set, we generate the plural name of this. 711 * If plural is set, we generate the plural name of this.
712 *
713 * It is sometimes used to display messages, and usually only used to match stuff,
714 * so maybe this function should be removed.
702 */ 715 */
703const char * 716const char *
704query_base_name (const object *op, int plural) 717query_base_name (const object *op, int plural)
705{ 718{
706 if ((!plural && !op->name) || (plural && !op->name_pl)) 719 if ((!plural && !op->name) || (plural && !op->name_pl))
773 /* Note that the resolution this provides for players really isn't 786 /* Note that the resolution this provides for players really isn't
774 * very good. Any player with a speed greater than .67 will 787 * very good. Any player with a speed greater than .67 will
775 * fall into the 'lightning fast movement' category. 788 * fall into the 'lightning fast movement' category.
776 */ 789 */
777 if (op->has_active_speed ()) 790 if (op->has_active_speed ())
778 switch ((int) ((FABS (op->speed)) * 15)) 791 switch ((int)((fabs (op->speed)) * 15.))
779 { 792 {
780 case 0: 793 case 0:
781 buf << "(very slow movement"; 794 buf << "(very slow movement)";
782 break; 795 break;
783 case 1: 796 case 1:
784 buf << "(slow movement)"; 797 buf << "(slow movement)";
785 break; 798 break;
786 case 2: 799 case 2:
901 * wouldn't need to use the SEE_INVISIBLE flag to know it is 914 * wouldn't need to use the SEE_INVISIBLE flag to know it is
902 * a dragon player examining food. Could have things like 915 * a dragon player examining food. Could have things like
903 * a dwarven axe, in which the full abilities are only known to 916 * a dwarven axe, in which the full abilities are only known to
904 * dwarves, etc. 917 * dwarves, etc.
905 * 918 *
906 * This function is really much more complicated than it should
907 * be, because different objects have different meanings
908 * for the same field (eg, wands use 'food' for charges). This
909 * means these special cases need to be worked out.
910 *
911 * Add 'owner' who is the person examining this object. 919 * Add 'owner' who is the person examining this object.
912 * owner can be null if no one is being associated with this 920 * owner can be null if no one is being associated with this
913 * item (eg, debug dump or the like) 921 * item (eg, debug dump or the like)
914 */ 922 */
915const char * 923const char *
973 buf << "well charged."; 981 buf << "well charged.";
974 else if (op->stats.sp == op->stats.maxsp) 982 else if (op->stats.sp == op->stats.maxsp)
975 buf << "fully charged."; 983 buf << "fully charged.";
976 else 984 else
977 buf << "almost full."; 985 buf << "almost full.";
986 break;
987
988 case LAMP:
989 {
990 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
991 buf << "(fuel: ";
992 if (percent == 0)
993 buf << "empty";
994 else if (percent < 10)
995 buf << "very low";
996 else if (percent < 25)
997 buf << "low";
998 else if (percent < 50)
999 buf << "half empty";
1000 else if (percent < 75)
1001 buf << "half full";
1002 else if (percent < 95)
1003 buf << "well filled";
1004 else if (percent <= 100)
1005 buf << "full";
1006 buf << ")";
1007 }
978 break; 1008 break;
979 1009
980 case FOOD: 1010 case FOOD:
981 case FLESH: 1011 case FLESH:
982 case DRINK: 1012 case DRINK:
1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1168 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1139 1169
1140 if (op->slaying && op->type != FOOD) 1170 if (op->slaying && op->type != FOOD)
1141 buf.printf ("(slay %s)", &op->slaying); 1171 buf.printf ("(slay %s)", &op->slaying);
1142 1172
1173 if (op->type == SKILL_TOOL && op->skill)
1174 buf.printf ("(%s)", &op->skill);
1175
1143 buf.add_abilities ("Attacks", op->attacktype); 1176 buf.add_abilities ("Attacks", op->attacktype);
1144 /* resistance on flesh is only visible for quetzals. If 1177 /* resistance on flesh is only visible for quetzals. If
1145 * non flesh, everyone can see its resistances 1178 * non flesh, everyone can see its resistances
1146 */ 1179 */
1147 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1180 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1162} 1195}
1163 1196
1164void 1197void
1165examine (object *op, object *tmp) 1198examine (object *op, object *tmp)
1166{ 1199{
1167 std::string s = tmp->describe (op); 1200 std::string info = tmp->describe (op);
1168 1201
1169 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); 1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1170} 1203}
1171 1204
1172/* 1205/*
1173 * inventory prints object's inventory. If inv==NULL then print player's 1206 * inventory prints object's inventory. If inv==NULL then print player's
1174 * inventory. 1207 * inventory.
1179{ 1212{
1180 static dynbuf_text buf; buf.clear (); 1213 static dynbuf_text buf; buf.clear ();
1181 1214
1182 for (object *tmp = inv; tmp; tmp = tmp->below) 1215 for (object *tmp = inv; tmp; tmp = tmp->below)
1183 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1216 if (who && QUERY_FLAG (who, FLAG_WIZ))
1184 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1185 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1186 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); 1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1187 1220
1188 if (buf.size ()) 1221 if (buf.size ())
1189 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1190 else 1223 else
1191 buf.printf ("%s(empty)\n", indent); 1224 buf.printf ("%s(empty)\n", indent);
1192 1225
1193 return buf; 1226 return buf;
1194} 1227}
1326 * Supposed to fix face-values as well here, but later. 1359 * Supposed to fix face-values as well here, but later.
1327 */ 1360 */
1328void 1361void
1329identify (object *op) 1362identify (object *op)
1330{ 1363{
1331 object *pl;
1332
1333 SET_FLAG (op, FLAG_IDENTIFIED); 1364 SET_FLAG (op, FLAG_IDENTIFIED);
1334 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1365 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1335 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1366 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1336 1367
1337 /* 1368 /*
1344 { 1375 {
1345 if (op->inv && op->randomitems) 1376 if (op->inv && op->randomitems)
1346 op->title = op->inv->name; 1377 op->title = op->inv->name;
1347 else if (op->arch) 1378 else if (op->arch)
1348 { 1379 {
1349 op->name = op->arch->object::name; 1380 op->name = op->arch->object::name;
1350 op->name_pl = op->arch->object::name_pl; 1381 op->name_pl = op->arch->object::name_pl;
1351 } 1382 }
1352 } 1383 }
1353 1384
1354 /* If the object is on a map, make sure we update its face */ 1385 /* If the object is on a map, make sure we update its face */
1355 if (op->map) 1386 if (op->map)
1356 update_object (op, UP_OBJ_CHANGE); 1387 update_object (op, UP_OBJ_CHANGE);
1357 else 1388
1358 { 1389 if (object *pl = op->visible_to ())
1359 pl = op->in_player ();
1360 if (pl)
1361 /* A lot of the values can change from an update - might as well send 1390 /* A lot of the values can change from an update - might as well send
1362 * it all. 1391 * it all.
1363 */ 1392 */
1364 esrv_send_item (pl, op); 1393 esrv_send_item (pl, op);
1365 }
1366} 1394}
1367 1395

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