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Comparing deliantra/server/common/item.C (file contents):
Revision 1.43 by root, Sun Apr 13 20:21:50 2008 UTC vs.
Revision 1.67 by root, Tue Nov 10 04:38:45 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 28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; 29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30 30
63 {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"},
64 {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"},
65 {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"},
66 {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"},
67/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
68};
69
70static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74}; 68};
75 69
76static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety" 72 "eighty", "ninety"
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
173 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
174 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
175 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
176 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
178 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
179 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
207 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 204};
211 205
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}},
235 {"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}}
236};
237*/
238 207
239/* 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
240 * 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
241 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
253}; 222};
254 223
255int 224int
256get_power_from_ench (int ench) 225get_power_from_ench (int ench)
257{ 226{
258 if (ench < 0) ench = 0;
259 if (ench > 20) ench = 20;
260
261 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
262} 228}
263 229
264/* 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
265 * 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
266 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
300 if (op->type == WEAPON) 266 if (op->type == WEAPON)
301 { 267 {
302 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
303 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
304 enc++; 270 enc++;
271
305 if (op->slaying) 272 if (op->slaying)
306 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
307 } 274 }
275
308 /* Items the player can equip */ 276 /* Items the player can equip */
309 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
310 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
311 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
312 (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))
315 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
316 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
317 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
318 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
319 } 287 }
288
320 enc += op->stats.luck; 289 enc += op->stats.luck;
321 290
322 /* Do spell paths now */ 291 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
326 enc++; 294 enc++;
327 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
328 enc -= 2; 296 enc -= 2;
329 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
330 enc--; 298 enc--;
331 }
332 299
333 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
337 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
338 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340 enc += 1;
341 if (QUERY_FLAG (op, FLAG_XRAYS))
342 enc += 2;
343 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
346 enc += 1;
347 307
348 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
349} 309}
350 310
351/* 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
352 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
353const typedata * 313const typedata *
354get_typedata (int itemtype) 314get_typedata (int itemtype)
355{ 315{
356 int i;
357
358 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
360 return &item_types[i]; 318 return &item_types[i];
319
361 return NULL; 320 return NULL;
362} 321}
363 322
364/* 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
365 * 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
366 * one return NULL */ 325 * one return NULL */
367const typedata * 326const typedata *
368get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
369{ 328{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 331 return &item_types[i];
332
375 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
377 { 335 {
378 LOG (llevInfo, 336 LOG (llevInfo,
379 "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);
380 return &item_types[i]; 338 return &item_types[i];
381 } 339 }
340
382 return NULL; 341 return 0;
383} 342}
384 343
385/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
387 * a big buffer. 346 * a big buffer.
389 * 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
390 */ 349 */
391const char * 350const char *
392describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
393{ 352{
394 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
395 char buf1[VERY_BIG_BUF];
396 int tmpvar;
397 354
398 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
399 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400 {
401 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))
402 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
403 if (!newline)
404 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
405 else
406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 358
408 strcat (buf, buf1);
409 }
410 }
411 return buf; 359 return buf;
412} 360}
413
414 361
415/* 362/*
416 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
418 * 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?
419 */ 368 */
420const char * 369const char *
421query_weight (const object *op) 370query_weight (const object *op)
422{ 371{
423 static char buf[10]; 372 static char buf[10];
424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 373 sint32 i = op->total_weight ();
425 374
426 if (op->weight < 0) 375 if (op->weight < 0)
427 return " "; 376 return " ";
428 377
429 if (i % 1000) 378 if (i % 1000)
449 return buf; 398 return buf;
450 } 399 }
451 400
452 if (i < 21) 401 if (i < 21)
453 return levelnumbers[i]; 402 return levelnumbers[i];
403
454 if (!(i % 10)) 404 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
456 406
457 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
459 return buf; 409 return buf;
460}
461
462/*
463 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number().
466 * It is currently only used by the query_name() function.
467 */
468const char *
469get_number (int i)
470{
471 if (i <= 20)
472 return numbers[i];
473 else
474 {
475 static char buf[MAX_BUF];
476
477 sprintf (buf, "%d", i);
478 return buf;
479 }
480} 410}
481 411
482/* 412/*
483 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
484 * abilities 414 * abilities
490 */ 420 */
491 421
492/* 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
493 * from stats.sp - b.t. 423 * from stats.sp - b.t.
494 */ 424 */
495const char * 425static const char *
496ring_desc (const object *op) 426ring_desc (const object *op)
497{ 427{
498 static dynbuf_text buf; buf.clear (); 428 static dynbuf_text buf; buf.clear ();
499 int attr, val, len; 429 int attr, val, len;
500 430
534} 464}
535 465
536/* 466/*
537 * 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
538 * 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.
539 */ 471 */
540const char * 472const char *
541query_short_name (const object *op) 473query_short_name (const object *op)
542{ 474{
543 if (op->name == 0) 475 if (!op->name)
544 return "(null)"; 476 return "(null)";
545 477
546 if (!op->nrof 478 if (!op->nrof
547 && !op->weight 479 && !op->weight
548 && !op->title 480 && !op->title
571 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
572 buf.printf (" (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
573 } 505 }
574 break; 506 break;
575 507
576 case ALTAR: 508 case ALTAR:
577 case TRIGGER_ALTAR: 509 case TRIGGER_ALTAR:
578 case IDENTIFY_ALTAR: 510 case IDENTIFY_ALTAR:
579 case CONVERTER: 511 case CONVERTER:
580 if (op->slaying == shstr_money) 512 if (op->slaying == shstr_money)
581 { 513 {
582 bool wrap = !!buf.size (); 514 bool wrap = !!buf.size ();
583 515
584 if (wrap) buf << " ["; 516 if (wrap) buf << " [";
585 517
586 archetype *coin = 0; 518 archetype *coin = 0;
587 519
588 for (char const *const *c = coins; *coins; ++c) 520 for (char const *const *c = coins; *coins; ++c)
589 if ((coin = archetype::find (*c))) 521 if ((coin = archetype::find (*c)))
590 if (op->stats.food % coin->value == 0) 522 if (op->stats.food % coin->value == 0)
591 break; 523 break;
592 524
593 sint32 coins = op->stats.food / coin->value; 525 sint32 coins = op->stats.food / coin->value;
594 526
595 buf.printf ("drop %d %s", coins, coins == 1 ? &coin->name : &coin->name_pl); 527 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
596 528
597 if (wrap) buf << ']'; 529 if (wrap) buf << ']';
598 } 530 }
599 break; 531 break;
600 532
601 case SKILL: 533 case SKILL:
602 case AMULET: 534 case AMULET:
603 case RING: 535 case RING:
604 if (!op->title) 536 if (!op->title)
627 * 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
628 * 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
629 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
630 * 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.)
631 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
632 */ 566 */
633const char * 567const char *
634query_name (const object *op) 568query_name (const object *op)
635{ 569{
636 int len = 0; 570 int len = 0;
641 use_buf %= 5; 575 use_buf %= 5;
642 576
643 dynbuf_text &buf = bufs [use_buf]; 577 dynbuf_text &buf = bufs [use_buf];
644 buf.clear (); 578 buf.clear ();
645 579
580#if 0
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 581 if ((op->is_armor () || op->is_weapon ()) && op->material)
647 if (materialtype_t *mt = name_to_material (op->materialname))
648 buf << mt->description << ' '; 582 buf << op->material->description << ' ';
583#endif
649 584
650 buf << query_short_name (op); 585 buf << query_short_name (op);
651 586
652 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 587 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
653 buf << " *"; 588 buf << " *";
654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 589 if (op->is_open_container ())
655 buf << " (open)"; 590 buf << " (open)";
656 591
657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 592 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
658 { 593 {
659 if (QUERY_FLAG (op, FLAG_DAMNED)) 594 if (QUERY_FLAG (op, FLAG_DAMNED))
673 */ 608 */
674 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))
675 buf << " (magic)"; 610 buf << " (magic)";
676 611
677#if 0 612#if 0
678 /* 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
679 * be returned in the name. 614 * be returned in the name.
680 */ 615 */
681 if (op->item_power) 616 if (op->item_power)
682 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);
683 618
715 default: 650 default:
716 buf << " (applied)"; 651 buf << " (applied)";
717 } 652 }
718 } 653 }
719 654
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
720 if (QUERY_FLAG (op, FLAG_UNPAID)) 674 if (QUERY_FLAG (op, FLAG_UNPAID))
721 buf << " (unpaid)"; 675 buf << " (unpaid)";
722 676
723 return buf; 677 return buf;
724} 678}
729 * 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
730 * 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
731 * 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
732 * and sending to client. 686 * and sending to client.
733 * 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.
734 */ 691 */
735const char * 692const char *
736query_base_name (const object *op, int plural) 693query_base_name (const object *op, int plural)
737{ 694{
738 if ((!plural && !op->name) || (plural && !op->name_pl)) 695 if ((!plural && !op->name) || (plural && !op->name_pl))
741 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 698 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
742 return op->name; /* To speed things up (or make things slower?) */ 699 return op->name; /* To speed things up (or make things slower?) */
743 700
744 static dynbuf_text buf; buf.clear (); 701 static dynbuf_text buf; buf.clear ();
745 702
703#if 0
746 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 704 if ((op->is_armor () || op->is_weapon ()) && op->material)
747 if (materialtype_t *mt = name_to_material (op->materialname))
748 if (op->arch->materialname != mt->name) 705 if (op->arch->material != op->material)
749 buf << mt->description << ' '; 706 buf << op->material->description << ' ';
707#endif
750 708
751 buf << (plural ? op->name_pl : op->name); 709 buf << (plural ? op->name_pl : op->name);
752 710
753 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
754 buf << ' ' << op->title; 712 buf << ' ' << op->title;
805 /* Note that the resolution this provides for players really isn't 763 /* Note that the resolution this provides for players really isn't
806 * very good. Any player with a speed greater than .67 will 764 * very good. Any player with a speed greater than .67 will
807 * fall into the 'lightning fast movement' category. 765 * fall into the 'lightning fast movement' category.
808 */ 766 */
809 if (op->has_active_speed ()) 767 if (op->has_active_speed ())
810 switch ((int) ((FABS (op->speed)) * 15)) 768 switch ((int)((fabs (op->speed)) * 15.))
811 { 769 {
812 case 0: 770 case 0:
813 buf << "(very slow movement"; 771 buf << "(very slow movement)";
814 break; 772 break;
815 case 1: 773 case 1:
816 buf << "(slow movement)"; 774 buf << "(slow movement)";
817 break; 775 break;
818 case 2: 776 case 2:
933 * 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
934 * a dragon player examining food. Could have things like 892 * a dragon player examining food. Could have things like
935 * 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
936 * dwarves, etc. 894 * dwarves, etc.
937 * 895 *
938 * This function is really much more complicated than it should
939 * be, because different objects have different meanings
940 * for the same field (eg, wands use 'food' for charges). This
941 * means these special cases need to be worked out.
942 *
943 * Add 'owner' who is the person examining this object. 896 * Add 'owner' who is the person examining this object.
944 * 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
945 * item (eg, debug dump or the like) 898 * item (eg, debug dump or the like)
946 */ 899 */
947const char * 900const char *
1005 buf << "well charged."; 958 buf << "well charged.";
1006 else if (op->stats.sp == op->stats.maxsp) 959 else if (op->stats.sp == op->stats.maxsp)
1007 buf << "fully charged."; 960 buf << "fully charged.";
1008 else 961 else
1009 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 }
1010 break; 985 break;
1011 986
1012 case FOOD: 987 case FOOD:
1013 case FLESH: 988 case FLESH:
1014 case DRINK: 989 case DRINK:
1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1145 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1171 1146
1172 if (op->slaying && op->type != FOOD) 1147 if (op->slaying && op->type != FOOD)
1173 buf.printf ("(slay %s)", &op->slaying); 1148 buf.printf ("(slay %s)", &op->slaying);
1174 1149
1150 if (op->type == SKILL_TOOL && op->skill)
1151 buf.printf ("(%s)", &op->skill);
1152
1175 buf.add_abilities ("Attacks", op->attacktype); 1153 buf.add_abilities ("Attacks", op->attacktype);
1176 /* resistance on flesh is only visible for quetzals. If 1154 /* resistance on flesh is only visible for quetzals. If
1177 * non flesh, everyone can see its resistances 1155 * non flesh, everyone can see its resistances
1178 */ 1156 */
1179 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1157 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1194} 1172}
1195 1173
1196void 1174void
1197examine (object *op, object *tmp) 1175examine (object *op, object *tmp)
1198{ 1176{
1199 std::string s = tmp->describe (op); 1177 std::string info = tmp->describe (op);
1200 1178
1201 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); 1179 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1202} 1180}
1203 1181
1204/* 1182/*
1205 * 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
1206 * inventory. 1184 * inventory.
1211{ 1189{
1212 static dynbuf_text buf; buf.clear (); 1190 static dynbuf_text buf; buf.clear ();
1213 1191
1214 for (object *tmp = inv; tmp; tmp = tmp->below) 1192 for (object *tmp = inv; tmp; tmp = tmp->below)
1215 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1193 if (who && QUERY_FLAG (who, FLAG_WIZ))
1216 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 ());
1217 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1195 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1218 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 ());
1219 1197
1220 if (buf.size ()) 1198 if (buf.size ())
1221 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1199 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1222 else 1200 else
1223 buf.printf ("%s(empty)\n", indent); 1201 buf.printf ("%s(empty)\n", indent);
1224 1202
1225 return buf; 1203 return buf;
1226} 1204}
1358 * Supposed to fix face-values as well here, but later. 1336 * Supposed to fix face-values as well here, but later.
1359 */ 1337 */
1360void 1338void
1361identify (object *op) 1339identify (object *op)
1362{ 1340{
1363 object *pl;
1364
1365 SET_FLAG (op, FLAG_IDENTIFIED); 1341 SET_FLAG (op, FLAG_IDENTIFIED);
1366 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1342 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1367 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1343 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1368 1344
1369 /* 1345 /*
1376 { 1352 {
1377 if (op->inv && op->randomitems) 1353 if (op->inv && op->randomitems)
1378 op->title = op->inv->name; 1354 op->title = op->inv->name;
1379 else if (op->arch) 1355 else if (op->arch)
1380 { 1356 {
1381 op->name = op->arch->object::name; 1357 op->name = op->arch->object::name;
1382 op->name_pl = op->arch->object::name_pl; 1358 op->name_pl = op->arch->object::name_pl;
1383 } 1359 }
1384 } 1360 }
1385 1361
1386 /* 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 */
1387 if (op->map) 1363 if (op->map)
1388 update_object (op, UP_OBJ_CHANGE); 1364 update_object (op, UP_OBJ_CHANGE);
1389 else 1365
1390 { 1366 if (object *pl = op->visible_to ())
1391 pl = op->in_player ();
1392 if (pl)
1393 /* 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
1394 * it all. 1368 * it all.
1395 */ 1369 */
1396 esrv_send_item (pl, op); 1370 esrv_send_item (pl, op);
1397 }
1398} 1371}
1399 1372

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