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Comparing deliantra/server/common/item.C (file contents):
Revision 1.47 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.74 by root, Fri Mar 26 01:04:44 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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>
62 {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"},
63 {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"},
64 {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"},
65 {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"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
67};
68
69static char numbers[21][20] = {
70 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
71 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
72 "eighteen", "nineteen", "twenty"
73}; 68};
74 69
75static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety" 72 "eighty", "ninety"
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 164 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 165 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0}, 166 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0}, 167 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0}, 168 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 169 {T_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0}, 170 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 171 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0}, 172 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 173 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 174 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
206 {BUILDER, "item builder", "item builders", 0, 0}, 201 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0}, 202 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209}; 204};
210 205
211const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
212
213materialtype_t *materialt;
214
215/*
216materialtype material[NROFMATERIALS] = {
217 * P M F E C C A D W G P S P T F C D D C C G H B I *
218 * H A I L O O C R E H O L A U E A E E H O O O L N *
219 * Y G R E L N I A A O I O R R A N P A A U D L I T *
220 * S I E C D F D I P S S W A N R C L T O N Y N R *
221 * I C T U N O T O L E E H S T P D N *
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}},
230 {"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}},
231 {"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}},
232 {"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}},
233 {"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}},
234 {"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}}
235};
236*/
237 207
238/* 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
239 * 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
240 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
252}; 222};
253 223
254int 224int
255get_power_from_ench (int ench) 225get_power_from_ench (int ench)
256{ 226{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 227 return enc_to_item_power [clamp (ench, 0, 20)];
261} 228}
262 229
263/* 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
264 * 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
265 * generation code, and when loading legacy objects. It returns 232 * generation code, and when loading legacy objects. It returns
299 if (op->type == WEAPON) 266 if (op->type == WEAPON)
300 { 267 {
301 for (i = 1; i < NROFATTACKS; i++) 268 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 269 if (op->attacktype & (1 << i))
303 enc++; 270 enc++;
271
304 if (op->slaying) 272 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 273 enc += 2; /* What it slays is probably more relevent */
306 } 274 }
275
307 /* Items the player can equip */ 276 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 277 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 278 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 279 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (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))
314 enc += op->stats.hp; /* hp regen */ 283 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 284 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 285 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 286 enc += op->stats.exp; /* speed bonus */
318 } 287 }
288
319 enc += op->stats.luck; 289 enc += op->stats.luck;
320 290
321 /* Do spell paths now */ 291 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
325 enc++; 294 enc++;
326 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
327 enc -= 2; 296 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
329 enc--; 298 enc--;
330 }
331 299
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 304 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 305 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 306 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346 307
347 return get_power_from_ench (enc); 308 return get_power_from_ench (enc);
348} 309}
349 310
350/* 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
351 * isn't one, returns NULL */ 312 * isn't one, returns NULL */
352const typedata * 313const typedata *
353get_typedata (int itemtype) 314get_typedata (int itemtype)
354{ 315{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 316 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 317 if (item_types[i].number == itemtype)
359 return &item_types[i]; 318 return &item_types[i];
319
360 return NULL; 320 return NULL;
361} 321}
362 322
363/* 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
364 * 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
365 * one return NULL */ 325 * one return NULL */
366const typedata * 326const typedata *
367get_typedata_by_name (const char *name) 327get_typedata_by_name (const char *name)
368{ 328{
369 int i;
370
371 for (i = 0; i < item_types_size; i++) 329 for (int i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name)) 330 if (!strcmp (item_types[i].name, name))
373 return &item_types[i]; 331 return &item_types[i];
332
374 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
376 { 335 {
377 LOG (llevInfo, 336 LOG (llevInfo,
378 "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);
379 return &item_types[i]; 338 return &item_types[i];
380 } 339 }
340
381 return NULL; 341 return 0;
382} 342}
383 343
384/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
386 * a big buffer. 346 * a big buffer.
388 * 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
389 */ 349 */
390const char * 350const char *
391describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
392{ 352{
393 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
394 char buf1[VERY_BIG_BUF];
395 int tmpvar;
396 354
397 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
398 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
399 {
400 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))
401 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
402 if (!newline)
403 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
404 else
405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406 358
407 strcat (buf, buf1);
408 }
409 }
410 return buf; 359 return buf;
411} 360}
412
413 361
414/* 362/*
415 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
417 * 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?
418 */ 368 */
419const char * 369const char *
420query_weight (const object *op) 370query_weight (const object *op)
421{ 371{
422 static char buf[10]; 372 static char buf[10];
448 return buf; 398 return buf;
449 } 399 }
450 400
451 if (i < 21) 401 if (i < 21)
452 return levelnumbers[i]; 402 return levelnumbers[i];
403
453 if (!(i % 10)) 404 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
455 406
456 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
458 return buf; 409 return buf;
459}
460
461/*
462 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number().
465 * It is currently only used by the query_name() function.
466 */
467const char *
468get_number (int i)
469{
470 if (i <= 20)
471 return numbers[i];
472 else
473 {
474 static char buf[MAX_BUF];
475
476 sprintf (buf, "%d", i);
477 return buf;
478 }
479} 410}
480 411
481/* 412/*
482 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
483 * abilities 414 * abilities
489 */ 420 */
490 421
491/* 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
492 * from stats.sp - b.t. 423 * from stats.sp - b.t.
493 */ 424 */
494const char * 425static const char *
495ring_desc (const object *op) 426ring_desc (const object *op)
496{ 427{
497 static dynbuf_text buf; buf.clear (); 428 static dynbuf_text buf; buf.clear ();
498 int attr, val, len; 429 int attr, val, len;
499 430
533} 464}
534 465
535/* 466/*
536 * 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
537 * 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.
538 */ 471 */
539const char * 472const char *
540query_short_name (const object *op) 473query_short_name (const object *op)
541{ 474{
542 if (op->name == 0) 475 if (!op->name)
543 return "(null)"; 476 return "(null)";
544 477
545 if (!op->nrof 478 if (!op->nrof
546 && !op->weight 479 && !op->weight
547 && !op->title 480 && !op->title
570 if (op->type != SPELLBOOK) 503 if (op->type != SPELLBOOK)
571 buf.printf (" (lvl %d)", op->level); 504 buf.printf (" (lvl %d)", op->level);
572 } 505 }
573 break; 506 break;
574 507
575 case ALTAR: 508 case ALTAR:
576 case TRIGGER_ALTAR: 509 case TRIGGER_ALTAR:
577 case IDENTIFY_ALTAR: 510 case IDENTIFY_ALTAR:
578 case CONVERTER: 511 case CONVERTER:
579 if (op->slaying == shstr_money) 512 if (op->slaying == shstr_money)
580 { 513 {
581 bool wrap = !!buf.size (); 514 bool wrap = !!buf.size ();
582 515
583 if (wrap) buf << " ["; 516 if (wrap) buf << " [";
584 517
585 archetype *coin = 0; 518 archetype *coin = 0;
586 519
587 for (char const *const *c = coins; *coins; ++c) 520 for (char const *const *c = coins; *coins; ++c)
588 if ((coin = archetype::find (*c))) 521 if ((coin = archetype::find (*c)))
589 if (op->stats.food % coin->value == 0) 522 if (op->stats.food % coin->value == 0)
590 break; 523 break;
591 524
592 sint32 coins = op->stats.food / coin->value; 525 sint32 coins = op->stats.food / coin->value;
593 526
594 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); 527 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
595 528
596 if (wrap) buf << ']'; 529 if (wrap) buf << ']';
597 } 530 }
598 break; 531 break;
599 532
600 case SKILL: 533 case SKILL:
601 case AMULET: 534 case AMULET:
602 case RING: 535 case RING:
603 if (!op->title) 536 if (!op->title)
626 * 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
627 * 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
628 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
629 * 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.)
630 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
566 * It is also used by examine/ex and similar functions.
631 */ 567 */
632const char * 568const char *
633query_name (const object *op) 569query_name (const object *op)
634{ 570{
635 int len = 0; 571 int len = 0;
640 use_buf %= 5; 576 use_buf %= 5;
641 577
642 dynbuf_text &buf = bufs [use_buf]; 578 dynbuf_text &buf = bufs [use_buf];
643 buf.clear (); 579 buf.clear ();
644 580
581#if 0
645 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 582 if ((op->is_armor () || op->is_weapon ()) && op->material)
646 if (materialtype_t *mt = name_to_material (op->materialname))
647 buf << mt->description << ' '; 583 buf << op->material->description << ' ';
584#endif
648 585
649 buf << query_short_name (op); 586 buf << query_short_name (op);
650 587
651 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 588 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
652 buf << " *"; 589 buf << " *";
653 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 590 if (op->is_open_container ())
654 buf << " (open)"; 591 buf << " (open)";
655 592
656 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 593 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
657 { 594 {
658 if (QUERY_FLAG (op, FLAG_DAMNED)) 595 if (QUERY_FLAG (op, FLAG_DAMNED))
672 */ 609 */
673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 610 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
674 buf << " (magic)"; 611 buf << " (magic)";
675 612
676#if 0 613#if 0
677 /* item_power will be returned in desribe_item - it shouldn't really 614 /* item_power will be returned in describe_item - it shouldn't really
678 * be returned in the name. 615 * be returned in the name.
679 */ 616 */
680 if (op->item_power) 617 if (op->item_power)
681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 618 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
682 619
714 default: 651 default:
715 buf << " (applied)"; 652 buf << " (applied)";
716 } 653 }
717 } 654 }
718 655
656 switch (op->type)
657 {
658 case LAMP:
659 if (op->glow_radius)
660 buf << " (on)";
661 else if (op->stats.food <= 0)
662 buf << " (empty)";
663 else
664 buf << " (off)";
665 break;
666
667 case TORCH:
668 if (op->glow_radius)
669 buf << " (burning)";
670 else if (op->stats.food <= 0)
671 buf << " (burned out)";
672 break;
673 }
674
719 if (QUERY_FLAG (op, FLAG_UNPAID)) 675 if (QUERY_FLAG (op, FLAG_UNPAID))
720 buf << " (unpaid)"; 676 buf << " (unpaid)";
721 677
722 return buf; 678 return buf;
723} 679}
728 * of the given object. The buffer will be overwritten at the next 684 * of the given object. The buffer will be overwritten at the next
729 * call to query_base_name(). This is a lot like query_name, but we 685 * call to query_base_name(). This is a lot like query_name, but we
730 * don't include the item count or item status. Used for inventory sorting 686 * don't include the item count or item status. Used for inventory sorting
731 * and sending to client. 687 * and sending to client.
732 * If plural is set, we generate the plural name of this. 688 * If plural is set, we generate the plural name of this.
689 *
690 * It is sometimes used to display messages, and usually only used to match stuff,
691 * so maybe this function should be removed.
692 * It is also used for client-side inventory/item descriptions.
733 */ 693 */
734const char * 694const char *
735query_base_name (const object *op, int plural) 695query_base_name (const object *op, int plural)
736{ 696{
737 if ((!plural && !op->name) || (plural && !op->name_pl)) 697 if ((!plural && !op->name) || (plural && !op->name_pl))
738 return "(null)"; 698 return "(null)";
739 699
740 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 700 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
701 && op->type != EXIT)
741 return op->name; /* To speed things up (or make things slower?) */ 702 return op->name; /* To speed things up (or make things slower?) */
742 703
743 static dynbuf_text buf; buf.clear (); 704 static dynbuf_text buf; buf.clear ();
744 705
706#if 0
745 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 707 if ((op->is_armor () || op->is_weapon ()) && op->material)
746 if (materialtype_t *mt = name_to_material (op->materialname))
747 if (op->arch->materialname != mt->name) 708 if (op->arch->material != op->material)
748 buf << mt->description << ' '; 709 buf << op->material->description << ' ';
710#endif
749 711
750 buf << (plural ? op->name_pl : op->name); 712 buf << (plural ? op->name_pl : op->name);
751 713
752 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 714 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
753 buf << ' ' << op->title; 715 buf << ' ' << op->title;
780 if (s && *s) 742 if (s && *s)
781 buf << ' ' << s; 743 buf << ' ' << s;
782 } 744 }
783 break; 745 break;
784 746
747 case EXIT:
748 // random map exits "unfortunately" get patched, so this only works before entering
749 buf << (EXIT_PATH (op) == shstr_random_map_exit ? " (random map)" : " (exit)");
750 break;
751
785 default: 752 default:
786 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 753 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
787 buf.printf (" %+d", op->magic); 754 buf.printf (" %+d", op->magic);
788 } 755 }
789 756
804 /* Note that the resolution this provides for players really isn't 771 /* Note that the resolution this provides for players really isn't
805 * very good. Any player with a speed greater than .67 will 772 * very good. Any player with a speed greater than .67 will
806 * fall into the 'lightning fast movement' category. 773 * fall into the 'lightning fast movement' category.
807 */ 774 */
808 if (op->has_active_speed ()) 775 if (op->has_active_speed ())
809 switch ((int) ((FABS (op->speed)) * 15)) 776 switch ((int)(op->speed * 15.))
810 { 777 {
811 case 0: 778 case 0:
812 buf << "(very slow movement"; 779 buf << "(very slow movement)";
813 break; 780 break;
814 case 1: 781 case 1:
815 buf << "(slow movement)"; 782 buf << "(slow movement)";
816 break; 783 break;
817 case 2: 784 case 2:
884 if (op->stats.luck) 851 if (op->stats.luck)
885 buf.printf ("(luck%+d)", op->stats.luck); 852 buf.printf ("(luck%+d)", op->stats.luck);
886 } 853 }
887 854
888 /* describe attacktypes */ 855 /* describe attacktypes */
889 if (is_dragon_pl (op)) 856 if (op->is_dragon ())
890 { 857 {
891 /* for dragon players display the attacktypes from clawing skill 858 /* for dragon players display the attacktypes from clawing skill
892 * Break apart the for loop - move the comparison checking down - 859 * Break apart the for loop - move the comparison checking down -
893 * this makes it more readable. 860 * this makes it more readable.
894 */ 861 */
932 * wouldn't need to use the SEE_INVISIBLE flag to know it is 899 * wouldn't need to use the SEE_INVISIBLE flag to know it is
933 * a dragon player examining food. Could have things like 900 * a dragon player examining food. Could have things like
934 * a dwarven axe, in which the full abilities are only known to 901 * a dwarven axe, in which the full abilities are only known to
935 * dwarves, etc. 902 * dwarves, etc.
936 * 903 *
937 * This function is really much more complicated than it should
938 * be, because different objects have different meanings
939 * for the same field (eg, wands use 'food' for charges). This
940 * means these special cases need to be worked out.
941 *
942 * Add 'owner' who is the person examining this object. 904 * Add 'owner' who is the person examining this object.
943 * owner can be null if no one is being associated with this 905 * owner can be null if no one is being associated with this
944 * item (eg, debug dump or the like) 906 * item (eg, debug dump or the like)
945 */ 907 */
946const char * 908const char *
1004 buf << "well charged."; 966 buf << "well charged.";
1005 else if (op->stats.sp == op->stats.maxsp) 967 else if (op->stats.sp == op->stats.maxsp)
1006 buf << "fully charged."; 968 buf << "fully charged.";
1007 else 969 else
1008 buf << "almost full."; 970 buf << "almost full.";
971 break;
972
973 case LAMP:
974 {
975 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
976 buf << "(fuel: ";
977 if (percent == 0)
978 buf << "empty";
979 else if (percent < 10)
980 buf << "very low";
981 else if (percent < 25)
982 buf << "low";
983 else if (percent < 50)
984 buf << "half empty";
985 else if (percent < 75)
986 buf << "half full";
987 else if (percent < 95)
988 buf << "well filled";
989 else if (percent <= 100)
990 buf << "full";
991 buf << ")";
992 }
1009 break; 993 break;
1010 994
1011 case FOOD: 995 case FOOD:
1012 case FLESH: 996 case FLESH:
1013 case DRINK: 997 case DRINK:
1169 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1153 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1170 1154
1171 if (op->slaying && op->type != FOOD) 1155 if (op->slaying && op->type != FOOD)
1172 buf.printf ("(slay %s)", &op->slaying); 1156 buf.printf ("(slay %s)", &op->slaying);
1173 1157
1158 if (op->type == SKILL_TOOL && op->skill)
1159 buf.printf ("(%s)", &op->skill);
1160
1174 buf.add_abilities ("Attacks", op->attacktype); 1161 buf.add_abilities ("Attacks", op->attacktype);
1175 /* resistance on flesh is only visible for quetzals. If 1162 /* resistance on flesh is only visible for quetzals. If
1176 * non flesh, everyone can see its resistances 1163 * non flesh, everyone can see its resistances
1177 */ 1164 */
1178 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1165 if (op->type != FLESH || (owner && owner->is_dragon ()))
1179 buf << describe_resistance (op, 0); 1166 buf << describe_resistance (op, 0);
1180 1167
1181 buf.add_paths ("Attuned", op->path_attuned); 1168 buf.add_paths ("Attuned", op->path_attuned);
1182 buf.add_paths ("Repelled", op->path_repelled); 1169 buf.add_paths ("Repelled", op->path_repelled);
1183 buf.add_paths ("Denied", op->path_denied); 1170 buf.add_paths ("Denied", op->path_denied);
1194 1181
1195void 1182void
1196examine (object *op, object *tmp) 1183examine (object *op, object *tmp)
1197{ 1184{
1198 std::string info = tmp->describe (op); 1185 std::string info = tmp->describe (op);
1186
1199 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1187 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1200} 1188}
1201 1189
1202/* 1190/*
1203 * inventory prints object's inventory. If inv==NULL then print player's 1191 * inventory prints object's inventory. If inv==NULL then print player's
1209{ 1197{
1210 static dynbuf_text buf; buf.clear (); 1198 static dynbuf_text buf; buf.clear ();
1211 1199
1212 for (object *tmp = inv; tmp; tmp = tmp->below) 1200 for (object *tmp = inv; tmp; tmp = tmp->below)
1213 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1201 if (who && QUERY_FLAG (who, FLAG_WIZ))
1214 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1202 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1215 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1203 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1216 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); 1204 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1217 1205
1218 if (buf.size ()) 1206 if (buf.size ())
1219 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1207 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1220 else 1208 else
1221 buf.printf ("%s(empty)\n", indent); 1209 buf.printf ("%s(empty)\n", indent);
1222 1210
1223 return buf; 1211 return buf;
1224} 1212}
1356 * Supposed to fix face-values as well here, but later. 1344 * Supposed to fix face-values as well here, but later.
1357 */ 1345 */
1358void 1346void
1359identify (object *op) 1347identify (object *op)
1360{ 1348{
1361 object *pl;
1362
1363 SET_FLAG (op, FLAG_IDENTIFIED); 1349 SET_FLAG (op, FLAG_IDENTIFIED);
1364 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1350 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1365 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1351 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1366 1352
1367 /* 1353 /*
1374 { 1360 {
1375 if (op->inv && op->randomitems) 1361 if (op->inv && op->randomitems)
1376 op->title = op->inv->name; 1362 op->title = op->inv->name;
1377 else if (op->arch) 1363 else if (op->arch)
1378 { 1364 {
1379 op->name = op->arch->object::name; 1365 op->name = op->arch->object::name;
1380 op->name_pl = op->arch->object::name_pl; 1366 op->name_pl = op->arch->object::name_pl;
1381 } 1367 }
1382 } 1368 }
1383 1369
1384 /* If the object is on a map, make sure we update its face */ 1370 /* If the object is on a map, make sure we update its face */
1385 if (op->map) 1371 if (op->map)
1386 update_object (op, UP_OBJ_CHANGE); 1372 update_object (op, UP_OBJ_CHANGE);
1387 else 1373
1388 { 1374 if (object *pl = op->visible_to ())
1389 pl = op->in_player ();
1390 if (pl)
1391 /* A lot of the values can change from an update - might as well send 1375 /* A lot of the values can change from an update - might as well send
1392 * it all. 1376 * it all.
1393 */ 1377 */
1394 esrv_send_item (pl, op); 1378 esrv_send_item (pl, op);
1395 }
1396} 1379}
1397 1380

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