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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 1.69 by root, Sat Jan 30 23:30:26 2010 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
212materialtype_t *materialt;
213
214/*
215materialtype material[NROFMATERIALS] = {
216 * P M F E C C A D W G P S P T F C D D C C G H B I *
217 * H A I L O O C R E H O L A U E A E E H O O O L N *
218 * Y G R E L N I A A O I O R R A N P A A U D L I T *
219 * S I E C D F D I P S S W A N R C L T O N Y N R *
220 * I C T U N O T O L E E H S T P D N *
221 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
222 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
223 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
224 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
225 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
226 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
227 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
228 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
229 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
230 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
231 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
232 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
233 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
234};
235*/
236 207
237/* This curve may be too steep. But the point is that there should 208/* This curve may be too steep. But the point is that there should
238 * be tough choices - there is no real point to this if everyone can 209 * be tough choices - there is no real point to this if everyone can
239 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
240 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
251}; 222};
252 223
253int 224int
254get_power_from_ench (int ench) 225get_power_from_ench (int ench)
255{ 226{
256 if (ench < 0) ench = 0;
257 if (ench > 20) ench = 20;
258
259 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
260} 228}
261 229
262/* This takes an object 'op' and figures out what its item_power 230/* 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 231 * rating should be. This should only really be used by the treasure
264 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
298 if (op->type == WEAPON) 266 if (op->type == WEAPON)
299 { 267 {
300 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
301 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
302 enc++; 270 enc++;
271
303 if (op->slaying) 272 if (op->slaying)
304 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
305 } 274 }
275
306 /* Items the player can equip */ 276 /* Items the player can equip */
307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
308 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
309 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 280 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
313 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
314 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
315 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
316 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
317 } 287 }
288
318 enc += op->stats.luck; 289 enc += op->stats.luck;
319 290
320 /* Do spell paths now */ 291 /* Do spell paths now */
321 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
322 {
323 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
324 enc++; 294 enc++;
325 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
326 enc -= 2; 296 enc -= 2;
327 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
328 enc--; 298 enc--;
329 }
330 299
331 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
332 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
333 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
334 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
335 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
336 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
337 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 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;
345 307
346 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
347} 309}
348 310
349/* returns the typedata that has a number equal to itemtype, if there 311/* returns the typedata that has a number equal to itemtype, if there
350 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
351const typedata * 313const typedata *
352get_typedata (int itemtype) 314get_typedata (int itemtype)
353{ 315{
354 int i;
355
356 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
357 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
358 return &item_types[i]; 318 return &item_types[i];
319
359 return NULL; 320 return NULL;
360} 321}
361 322
362/* returns the typedata that has a name equal to itemtype, if there 323/* 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 324 * isn't one, return the plural name that matches, if there still isn't
364 * one return NULL */ 325 * one return NULL */
365const typedata * 326const typedata *
366get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
367{ 328{
368 int i;
369
370 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
371 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
372 return &item_types[i]; 331 return &item_types[i];
332
373 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
374 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
375 { 335 {
376 LOG (llevInfo, 336 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); 337 "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]; 338 return &item_types[i];
379 } 339 }
340
380 return NULL; 341 return 0;
381} 342}
382 343
383/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
384 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
385 * a big buffer. 346 * a big buffer.
387 * but do put a newline at the end. Useful when dumping to files 348 * but do put a newline at the end. Useful when dumping to files
388 */ 349 */
389const char * 350const char *
390describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
391{ 352{
392 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
393 char buf1[VERY_BIG_BUF];
394 int tmpvar;
395 354
396 buf[0] = 0; 355 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)) 356 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
400 { 357 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]);
405 358
406 strcat (buf, buf1);
407 }
408 }
409 return buf; 359 return buf;
410} 360}
411
412 361
413/* 362/*
414 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
415 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
416 * The buffer will be overwritten by the next call to query_weight(). 365 * The buffer will be overwritten by the next call to query_weight().
366 *
367 * Seems to be used only by unimportant stuff. Remove?
417 */ 368 */
418const char * 369const char *
419query_weight (const object *op) 370query_weight (const object *op)
420{ 371{
421 static char buf[10]; 372 static char buf[10];
422 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
423 374
424 if (op->weight < 0) 375 if (op->weight < 0)
425 return " "; 376 return " ";
426 377
427 if (i % 1000) 378 if (i % 1000)
447 return buf; 398 return buf;
448 } 399 }
449 400
450 if (i < 21) 401 if (i < 21)
451 return levelnumbers[i]; 402 return levelnumbers[i];
403
452 if (!(i % 10)) 404 if (!(i % 10))
453 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
454 406
455 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
457 return buf; 409 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} 410}
479 411
480/* 412/*
481 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
482 * abilities 414 * abilities
488 */ 420 */
489 421
490/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 422/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
491 * from stats.sp - b.t. 423 * from stats.sp - b.t.
492 */ 424 */
493const char * 425static const char *
494ring_desc (const object *op) 426ring_desc (const object *op)
495{ 427{
496 static dynbuf_text buf; buf.clear (); 428 static dynbuf_text buf; buf.clear ();
497 int attr, val, len; 429 int attr, val, len;
498 430
532} 464}
533 465
534/* 466/*
535 * query_short_name(object) is similar to query_name, but doesn't 467 * query_short_name(object) is similar to query_name, but doesn't
536 * contain any information about object status (worn/cursed/etc.) 468 * contain any information about object status (worn/cursed/etc.)
469 *
470 * It is sometimes used when printing messages, so should fit well into a sentence.
537 */ 471 */
538const char * 472const char *
539query_short_name (const object *op) 473query_short_name (const object *op)
540{ 474{
475 if (!op->name)
476 return "(null)";
477
478 if (!op->nrof
479 && !op->weight
480 && !op->title
481 && !is_magical (op)
482 && op->slaying != shstr_money)
483 return op->name; /* To speed things up (or make things slower?) */
484
541 static dynbuf_text buf; buf.clear (); 485 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?) */
548 486
549 buf << (op->nrof <= 1 ? op->name : op->name_pl); 487 buf << (op->nrof <= 1 ? op->name : op->name_pl);
550 488
551 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 489 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
552 buf << ' ' << op->title; 490 buf << ' ' << op->title;
565 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
566 buf.printf (" (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
567 } 505 }
568 break; 506 break;
569 507
508 case ALTAR:
509 case TRIGGER_ALTAR:
510 case IDENTIFY_ALTAR:
511 case CONVERTER:
512 if (op->slaying == shstr_money)
513 {
514 bool wrap = !!buf.size ();
515
516 if (wrap) buf << " [";
517
518 archetype *coin = 0;
519
520 for (char const *const *c = coins; *coins; ++c)
521 if ((coin = archetype::find (*c)))
522 if (op->stats.food % coin->value == 0)
523 break;
524
525 sint32 coins = op->stats.food / coin->value;
526
527 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
528
529 if (wrap) buf << ']';
530 }
531 break;
532
570 case SKILL: 533 case SKILL:
571 case AMULET: 534 case AMULET:
572 case RING: 535 case RING:
573 if (!op->title) 536 if (!op->title)
574 { 537 {
577 540
578 if (s && *s) 541 if (s && *s)
579 buf << " " << s; 542 buf << " " << s;
580 } 543 }
581 break; 544 break;
545
582 default: 546 default:
583 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 547 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
584 buf.printf (" %+d", op->magic); 548 buf.printf (" %+d", op->magic);
585 } 549 }
586 550
595 * you can make several calls to query_name before the bufs start getting 559 * 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 560 * 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 561 * 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.) 562 * use several names much easier (don't need to store them to temp variables.)
599 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
600 */ 566 */
601const char * 567const char *
602query_name (const object *op) 568query_name (const object *op)
603{ 569{
604 int len = 0; 570 int len = 0;
609 use_buf %= 5; 575 use_buf %= 5;
610 576
611 dynbuf_text &buf = bufs [use_buf]; 577 dynbuf_text &buf = bufs [use_buf];
612 buf.clear (); 578 buf.clear ();
613 579
580#if 0
614 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 581 if ((op->is_armor () || op->is_weapon ()) && op->material)
615 if (materialtype_t *mt = name_to_material (op->materialname))
616 buf << mt->description << ' '; 582 buf << op->material->description << ' ';
583#endif
617 584
618 buf << query_short_name (op); 585 buf << query_short_name (op);
619 586
620 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 587 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
621 buf << " *"; 588 buf << " *";
622 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 589 if (op->is_open_container ())
623 buf << " (open)"; 590 buf << " (open)";
624 591
625 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 592 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
626 { 593 {
627 if (QUERY_FLAG (op, FLAG_DAMNED)) 594 if (QUERY_FLAG (op, FLAG_DAMNED))
641 */ 608 */
642 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 609 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
643 buf << " (magic)"; 610 buf << " (magic)";
644 611
645#if 0 612#if 0
646 /* item_power will be returned in desribe_item - it shouldn't really 613 /* item_power will be returned in describe_item - it shouldn't really
647 * be returned in the name. 614 * be returned in the name.
648 */ 615 */
649 if (op->item_power) 616 if (op->item_power)
650 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 617 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
651 618
683 default: 650 default:
684 buf << " (applied)"; 651 buf << " (applied)";
685 } 652 }
686 } 653 }
687 654
655 switch (op->type)
656 {
657 case LAMP:
658 if (op->glow_radius)
659 buf << " (on)";
660 else if (op->stats.food <= 0)
661 buf << " (empty)";
662 else
663 buf << " (off)";
664 break;
665
666 case TORCH:
667 if (op->glow_radius)
668 buf << " (burning)";
669 else if (op->stats.food <= 0)
670 buf << " (burned out)";
671 break;
672 }
673
688 if (QUERY_FLAG (op, FLAG_UNPAID)) 674 if (QUERY_FLAG (op, FLAG_UNPAID))
689 buf << " (unpaid)"; 675 buf << " (unpaid)";
690 676
691 return buf; 677 return buf;
692} 678}
697 * of the given object. The buffer will be overwritten at the next 683 * 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 684 * 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 685 * don't include the item count or item status. Used for inventory sorting
700 * and sending to client. 686 * and sending to client.
701 * If plural is set, we generate the plural name of this. 687 * If plural is set, we generate the plural name of this.
688 *
689 * It is sometimes used to display messages, and usually only used to match stuff,
690 * so maybe this function should be removed.
702 */ 691 */
703const char * 692const char *
704query_base_name (const object *op, int plural) 693query_base_name (const object *op, int plural)
705{ 694{
706 if ((!plural && !op->name) || (plural && !op->name_pl)) 695 if ((!plural && !op->name) || (plural && !op->name_pl))
709 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 698 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
710 return op->name; /* To speed things up (or make things slower?) */ 699 return op->name; /* To speed things up (or make things slower?) */
711 700
712 static dynbuf_text buf; buf.clear (); 701 static dynbuf_text buf; buf.clear ();
713 702
703#if 0
714 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 704 if ((op->is_armor () || op->is_weapon ()) && op->material)
715 if (materialtype_t *mt = name_to_material (op->materialname))
716 if (op->arch->materialname != mt->name) 705 if (op->arch->material != op->material)
717 buf << mt->description << ' '; 706 buf << op->material->description << ' ';
707#endif
718 708
719 buf << (plural ? op->name_pl : op->name); 709 buf << (plural ? op->name_pl : op->name);
720 710
721 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
722 buf << ' ' << op->title; 712 buf << ' ' << op->title;
773 /* Note that the resolution this provides for players really isn't 763 /* Note that the resolution this provides for players really isn't
774 * very good. Any player with a speed greater than .67 will 764 * very good. Any player with a speed greater than .67 will
775 * fall into the 'lightning fast movement' category. 765 * fall into the 'lightning fast movement' category.
776 */ 766 */
777 if (op->has_active_speed ()) 767 if (op->has_active_speed ())
778 switch ((int) ((FABS (op->speed)) * 15)) 768 switch ((int)(op->speed * 15.))
779 { 769 {
780 case 0: 770 case 0:
781 buf << "(very slow movement"; 771 buf << "(very slow movement)";
782 break; 772 break;
783 case 1: 773 case 1:
784 buf << "(slow movement)"; 774 buf << "(slow movement)";
785 break; 775 break;
786 case 2: 776 case 2:
853 if (op->stats.luck) 843 if (op->stats.luck)
854 buf.printf ("(luck%+d)", op->stats.luck); 844 buf.printf ("(luck%+d)", op->stats.luck);
855 } 845 }
856 846
857 /* describe attacktypes */ 847 /* describe attacktypes */
858 if (is_dragon_pl (op)) 848 if (op->is_dragon ())
859 { 849 {
860 /* for dragon players display the attacktypes from clawing skill 850 /* for dragon players display the attacktypes from clawing skill
861 * Break apart the for loop - move the comparison checking down - 851 * Break apart the for loop - move the comparison checking down -
862 * this makes it more readable. 852 * this makes it more readable.
863 */ 853 */
901 * wouldn't need to use the SEE_INVISIBLE flag to know it is 891 * wouldn't need to use the SEE_INVISIBLE flag to know it is
902 * a dragon player examining food. Could have things like 892 * a dragon player examining food. Could have things like
903 * a dwarven axe, in which the full abilities are only known to 893 * a dwarven axe, in which the full abilities are only known to
904 * dwarves, etc. 894 * dwarves, etc.
905 * 895 *
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. 896 * Add 'owner' who is the person examining this object.
912 * owner can be null if no one is being associated with this 897 * owner can be null if no one is being associated with this
913 * item (eg, debug dump or the like) 898 * item (eg, debug dump or the like)
914 */ 899 */
915const char * 900const char *
973 buf << "well charged."; 958 buf << "well charged.";
974 else if (op->stats.sp == op->stats.maxsp) 959 else if (op->stats.sp == op->stats.maxsp)
975 buf << "fully charged."; 960 buf << "fully charged.";
976 else 961 else
977 buf << "almost full."; 962 buf << "almost full.";
963 break;
964
965 case LAMP:
966 {
967 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
968 buf << "(fuel: ";
969 if (percent == 0)
970 buf << "empty";
971 else if (percent < 10)
972 buf << "very low";
973 else if (percent < 25)
974 buf << "low";
975 else if (percent < 50)
976 buf << "half empty";
977 else if (percent < 75)
978 buf << "half full";
979 else if (percent < 95)
980 buf << "well filled";
981 else if (percent <= 100)
982 buf << "full";
983 buf << ")";
984 }
978 break; 985 break;
979 986
980 case FOOD: 987 case FOOD:
981 case FLESH: 988 case FLESH:
982 case DRINK: 989 case DRINK:
1138 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1145 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1139 1146
1140 if (op->slaying && op->type != FOOD) 1147 if (op->slaying && op->type != FOOD)
1141 buf.printf ("(slay %s)", &op->slaying); 1148 buf.printf ("(slay %s)", &op->slaying);
1142 1149
1150 if (op->type == SKILL_TOOL && op->skill)
1151 buf.printf ("(%s)", &op->skill);
1152
1143 buf.add_abilities ("Attacks", op->attacktype); 1153 buf.add_abilities ("Attacks", op->attacktype);
1144 /* resistance on flesh is only visible for quetzals. If 1154 /* resistance on flesh is only visible for quetzals. If
1145 * non flesh, everyone can see its resistances 1155 * non flesh, everyone can see its resistances
1146 */ 1156 */
1147 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1157 if (op->type != FLESH || (owner && owner->is_dragon ()))
1148 buf << describe_resistance (op, 0); 1158 buf << describe_resistance (op, 0);
1149 1159
1150 buf.add_paths ("Attuned", op->path_attuned); 1160 buf.add_paths ("Attuned", op->path_attuned);
1151 buf.add_paths ("Repelled", op->path_repelled); 1161 buf.add_paths ("Repelled", op->path_repelled);
1152 buf.add_paths ("Denied", op->path_denied); 1162 buf.add_paths ("Denied", op->path_denied);
1162} 1172}
1163 1173
1164void 1174void
1165examine (object *op, object *tmp) 1175examine (object *op, object *tmp)
1166{ 1176{
1167 std::string s = tmp->describe (op); 1177 std::string info = tmp->describe (op);
1168 1178
1169 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); 1179 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1170} 1180}
1171 1181
1172/* 1182/*
1173 * inventory prints object's inventory. If inv==NULL then print player's 1183 * inventory prints object's inventory. If inv==NULL then print player's
1174 * inventory. 1184 * inventory.
1179{ 1189{
1180 static dynbuf_text buf; buf.clear (); 1190 static dynbuf_text buf; buf.clear ();
1181 1191
1182 for (object *tmp = inv; tmp; tmp = tmp->below) 1192 for (object *tmp = inv; tmp; tmp = tmp->below)
1183 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1193 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)); 1194 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))) 1195 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)); 1196 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1187 1197
1188 if (buf.size ()) 1198 if (buf.size ())
1189 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1199 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1190 else 1200 else
1191 buf.printf ("%s(empty)\n", indent); 1201 buf.printf ("%s(empty)\n", indent);
1192 1202
1193 return buf; 1203 return buf;
1194} 1204}
1326 * Supposed to fix face-values as well here, but later. 1336 * Supposed to fix face-values as well here, but later.
1327 */ 1337 */
1328void 1338void
1329identify (object *op) 1339identify (object *op)
1330{ 1340{
1331 object *pl;
1332
1333 SET_FLAG (op, FLAG_IDENTIFIED); 1341 SET_FLAG (op, FLAG_IDENTIFIED);
1334 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1342 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1335 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1343 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1336 1344
1337 /* 1345 /*
1344 { 1352 {
1345 if (op->inv && op->randomitems) 1353 if (op->inv && op->randomitems)
1346 op->title = op->inv->name; 1354 op->title = op->inv->name;
1347 else if (op->arch) 1355 else if (op->arch)
1348 { 1356 {
1349 op->name = op->arch->object::name; 1357 op->name = op->arch->object::name;
1350 op->name_pl = op->arch->object::name_pl; 1358 op->name_pl = op->arch->object::name_pl;
1351 } 1359 }
1352 } 1360 }
1353 1361
1354 /* If the object is on a map, make sure we update its face */ 1362 /* If the object is on a map, make sure we update its face */
1355 if (op->map) 1363 if (op->map)
1356 update_object (op, UP_OBJ_CHANGE); 1364 update_object (op, UP_OBJ_CHANGE);
1357 else 1365
1358 { 1366 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 1367 /* A lot of the values can change from an update - might as well send
1362 * it all. 1368 * it all.
1363 */ 1369 */
1364 esrv_send_item (pl, op); 1370 esrv_send_item (pl, op);
1365 }
1366} 1371}
1367 1372

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