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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 1.55 by root, Wed Sep 16 22:50:50 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 (©) 2005,2006,2007,2008 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
252}; 252};
253 253
254int 254int
255get_power_from_ench (int ench) 255get_power_from_ench (int ench)
256{ 256{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 257 return enc_to_item_power [clamp (ench, 0, 20)];
261} 258}
262 259
263/* This takes an object 'op' and figures out what its item_power 260/* 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 261 * rating should be. This should only really be used by the treasure
265 * generation code, and when loading legacy objects. It returns 262 * generation code, and when loading legacy objects. It returns
299 if (op->type == WEAPON) 296 if (op->type == WEAPON)
300 { 297 {
301 for (i = 1; i < NROFATTACKS; i++) 298 for (i = 1; i < NROFATTACKS; i++)
302 if (op->attacktype & (1 << i)) 299 if (op->attacktype & (1 << i))
303 enc++; 300 enc++;
301
304 if (op->slaying) 302 if (op->slaying)
305 enc += 2; /* What it slays is probably more relevent */ 303 enc += 2; /* What it slays is probably more relevent */
306 } 304 }
305
307 /* Items the player can equip */ 306 /* Items the player can equip */
308 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 307 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
309 (op->type == SHIELD) || (op->type == RING) || 308 (op->type == SHIELD) || (op->type == RING) ||
310 (op->type == BOOTS) || (op->type == GLOVES) || 309 (op->type == BOOTS) || (op->type == GLOVES) ||
311 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 310 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
314 enc += op->stats.hp; /* hp regen */ 313 enc += op->stats.hp; /* hp regen */
315 enc += op->stats.sp; /* mana regen */ 314 enc += op->stats.sp; /* mana regen */
316 enc += op->stats.grace; /* grace regen */ 315 enc += op->stats.grace; /* grace regen */
317 enc += op->stats.exp; /* speed bonus */ 316 enc += op->stats.exp; /* speed bonus */
318 } 317 }
318
319 enc += op->stats.luck; 319 enc += op->stats.luck;
320 320
321 /* Do spell paths now */ 321 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 322 for (i = 1; i < NRSPELLPATHS; i++)
323 { 323 {
327 enc -= 2; 327 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 328 else if (op->path_repelled & (1 << i))
329 enc--; 329 enc--;
330 } 330 }
331 331
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 332 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 333 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 334 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 335 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 336 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 337 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 338 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;
346 339
347 return get_power_from_ench (enc); 340 return get_power_from_ench (enc);
348} 341}
349 342
350/* returns the typedata that has a number equal to itemtype, if there 343/* returns the typedata that has a number equal to itemtype, if there
351 * isn't one, returns NULL */ 344 * isn't one, returns NULL */
352const typedata * 345const typedata *
353get_typedata (int itemtype) 346get_typedata (int itemtype)
354{ 347{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 348 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 349 if (item_types[i].number == itemtype)
359 return &item_types[i]; 350 return &item_types[i];
351
360 return NULL; 352 return NULL;
361} 353}
362 354
363/* returns the typedata that has a name equal to itemtype, if there 355/* 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 356 * isn't one, return the plural name that matches, if there still isn't
365 * one return NULL */ 357 * one return NULL */
366const typedata * 358const typedata *
367get_typedata_by_name (const char *name) 359get_typedata_by_name (const char *name)
368{ 360{
369 int i;
370
371 for (i = 0; i < item_types_size; i++) 361 for (int i = 0; i < item_types_size; i++)
372 if (!strcmp (item_types[i].name, name)) 362 if (!strcmp (item_types[i].name, name))
373 return &item_types[i]; 363 return &item_types[i];
364
374 for (i = 0; i < item_types_size; i++) 365 for (int i = 0; i < item_types_size; i++)
375 if (!strcmp (item_types[i].name_pl, name)) 366 if (!strcmp (item_types[i].name_pl, name))
376 { 367 {
377 LOG (llevInfo, 368 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); 369 "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]; 370 return &item_types[i];
380 } 371 }
372
381 return NULL; 373 return 0;
382} 374}
383 375
384/* describe_resistance generates the visible naming for resistances. 376/* describe_resistance generates the visible naming for resistances.
385 * returns a static array of the description. This can return 377 * returns a static array of the description. This can return
386 * a big buffer. 378 * a big buffer.
405 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); 397 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
406 398
407 strcat (buf, buf1); 399 strcat (buf, buf1);
408 } 400 }
409 } 401 }
402
410 return buf; 403 return buf;
411} 404}
412 405
413 406
414/* 407/*
415 * query_weight(object) returns a character pointer to a static buffer 408 * query_weight(object) returns a character pointer to a static buffer
416 * containing the text-representation of the weight of the given object. 409 * containing the text-representation of the weight of the given object.
417 * The buffer will be overwritten by the next call to query_weight(). 410 * The buffer will be overwritten by the next call to query_weight().
411 *
412 * Seems to be used only by unimportant stuff. Remove?
418 */ 413 */
419const char * 414const char *
420query_weight (const object *op) 415query_weight (const object *op)
421{ 416{
422 static char buf[10]; 417 static char buf[10];
448 return buf; 443 return buf;
449 } 444 }
450 445
451 if (i < 21) 446 if (i < 21)
452 return levelnumbers[i]; 447 return levelnumbers[i];
448
453 if (!(i % 10)) 449 if (!(i % 10))
454 return levelnumbers_10[i / 10]; 450 return levelnumbers_10[i / 10];
455 451
456 strcpy (buf, numbers_10[i / 10]); 452 strcpy (buf, numbers_10[i / 10]);
457 strcat (buf, levelnumbers[i % 10]); 453 strcat (buf, levelnumbers[i % 10]);
533} 529}
534 530
535/* 531/*
536 * query_short_name(object) is similar to query_name, but doesn't 532 * query_short_name(object) is similar to query_name, but doesn't
537 * contain any information about object status (worn/cursed/etc.) 533 * contain any information about object status (worn/cursed/etc.)
534 *
535 * It is sometimes used when printing messages, so should fit well into a sentence.
538 */ 536 */
539const char * 537const char *
540query_short_name (const object *op) 538query_short_name (const object *op)
541{ 539{
542 if (op->name == 0) 540 if (!op->name)
543 return "(null)"; 541 return "(null)";
544 542
545 if (!op->nrof 543 if (!op->nrof
546 && !op->weight 544 && !op->weight
547 && !op->title 545 && !op->title
570 if (op->type != SPELLBOOK) 568 if (op->type != SPELLBOOK)
571 buf.printf (" (lvl %d)", op->level); 569 buf.printf (" (lvl %d)", op->level);
572 } 570 }
573 break; 571 break;
574 572
575 case ALTAR: 573 case ALTAR:
576 case TRIGGER_ALTAR: 574 case TRIGGER_ALTAR:
577 case IDENTIFY_ALTAR: 575 case IDENTIFY_ALTAR:
578 case CONVERTER: 576 case CONVERTER:
579 if (op->slaying == shstr_money) 577 if (op->slaying == shstr_money)
580 { 578 {
581 bool wrap = !!buf.size (); 579 bool wrap = !!buf.size ();
582 580
583 if (wrap) buf << " ["; 581 if (wrap) buf << " [";
584 582
585 archetype *coin = 0; 583 archetype *coin = 0;
586 584
587 for (char const *const *c = coins; *coins; ++c) 585 for (char const *const *c = coins; *coins; ++c)
588 if ((coin = archetype::find (*c))) 586 if ((coin = archetype::find (*c)))
589 if (op->stats.food % coin->value == 0) 587 if (op->stats.food % coin->value == 0)
590 break; 588 break;
591 589
592 sint32 coins = op->stats.food / coin->value; 590 sint32 coins = op->stats.food / coin->value;
593 591
594 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); 592 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
595 593
596 if (wrap) buf << ']'; 594 if (wrap) buf << ']';
597 } 595 }
598 break; 596 break;
599 597
600 case SKILL: 598 case SKILL:
601 case AMULET: 599 case AMULET:
602 case RING: 600 case RING:
603 if (!op->title) 601 if (!op->title)
626 * you can make several calls to query_name before the bufs start getting 624 * 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 625 * 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 626 * 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.) 627 * use several names much easier (don't need to store them to temp variables.)
630 * 628 *
629 * It is used extensively within messages, so should return only a prose
630 * and short description of the item.
631 */ 631 */
632const char * 632const char *
633query_name (const object *op) 633query_name (const object *op)
634{ 634{
635 int len = 0; 635 int len = 0;
672 */ 672 */
673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 673 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
674 buf << " (magic)"; 674 buf << " (magic)";
675 675
676#if 0 676#if 0
677 /* item_power will be returned in desribe_item - it shouldn't really 677 /* item_power will be returned in describe_item - it shouldn't really
678 * be returned in the name. 678 * be returned in the name.
679 */ 679 */
680 if (op->item_power) 680 if (op->item_power)
681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 681 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
682 682
714 default: 714 default:
715 buf << " (applied)"; 715 buf << " (applied)";
716 } 716 }
717 } 717 }
718 718
719 switch (op->type)
720 {
721 case LAMP:
722 if (op->glow_radius)
723 buf << " (on)";
724 else if (op->stats.food <= 0)
725 buf << " (empty)";
726 else
727 buf << " (off)";
728 break;
729
730 case TORCH:
731 if (op->glow_radius)
732 buf << " (burning)";
733 else if (op->stats.food <= 0)
734 buf << " (burned out)";
735 break;
736 }
737
719 if (QUERY_FLAG (op, FLAG_UNPAID)) 738 if (QUERY_FLAG (op, FLAG_UNPAID))
720 buf << " (unpaid)"; 739 buf << " (unpaid)";
721 740
722 return buf; 741 return buf;
723} 742}
728 * of the given object. The buffer will be overwritten at the next 747 * 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 748 * 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 749 * don't include the item count or item status. Used for inventory sorting
731 * and sending to client. 750 * and sending to client.
732 * If plural is set, we generate the plural name of this. 751 * If plural is set, we generate the plural name of this.
752 *
753 * It is sometimes used to display messages, and usually only used to match stuff,
754 * so maybe this function should be removed.
733 */ 755 */
734const char * 756const char *
735query_base_name (const object *op, int plural) 757query_base_name (const object *op, int plural)
736{ 758{
737 if ((!plural && !op->name) || (plural && !op->name_pl)) 759 if ((!plural && !op->name) || (plural && !op->name_pl))
807 */ 829 */
808 if (op->has_active_speed ()) 830 if (op->has_active_speed ())
809 switch ((int) ((FABS (op->speed)) * 15)) 831 switch ((int) ((FABS (op->speed)) * 15))
810 { 832 {
811 case 0: 833 case 0:
812 buf << "(very slow movement"; 834 buf << "(very slow movement)";
813 break; 835 break;
814 case 1: 836 case 1:
815 buf << "(slow movement)"; 837 buf << "(slow movement)";
816 break; 838 break;
817 case 2: 839 case 2:
932 * wouldn't need to use the SEE_INVISIBLE flag to know it is 954 * wouldn't need to use the SEE_INVISIBLE flag to know it is
933 * a dragon player examining food. Could have things like 955 * a dragon player examining food. Could have things like
934 * a dwarven axe, in which the full abilities are only known to 956 * a dwarven axe, in which the full abilities are only known to
935 * dwarves, etc. 957 * dwarves, etc.
936 * 958 *
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. 959 * Add 'owner' who is the person examining this object.
943 * owner can be null if no one is being associated with this 960 * owner can be null if no one is being associated with this
944 * item (eg, debug dump or the like) 961 * item (eg, debug dump or the like)
945 */ 962 */
946const char * 963const char *
1004 buf << "well charged."; 1021 buf << "well charged.";
1005 else if (op->stats.sp == op->stats.maxsp) 1022 else if (op->stats.sp == op->stats.maxsp)
1006 buf << "fully charged."; 1023 buf << "fully charged.";
1007 else 1024 else
1008 buf << "almost full."; 1025 buf << "almost full.";
1026 break;
1027
1028 case LAMP:
1029 {
1030 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
1031 buf << "(fuel: ";
1032 if (percent == 0)
1033 buf << "empty";
1034 else if (percent < 10)
1035 buf << "very low";
1036 else if (percent < 25)
1037 buf << "low";
1038 else if (percent < 50)
1039 buf << "half empty";
1040 else if (percent < 75)
1041 buf << "half full";
1042 else if (percent < 95)
1043 buf << "well filled";
1044 else if (percent <= 100)
1045 buf << "full";
1046 buf << ")";
1047 }
1009 break; 1048 break;
1010 1049
1011 case FOOD: 1050 case FOOD:
1012 case FLESH: 1051 case FLESH:
1013 case DRINK: 1052 case DRINK:
1194 1233
1195void 1234void
1196examine (object *op, object *tmp) 1235examine (object *op, object *tmp)
1197{ 1236{
1198 std::string info = tmp->describe (op); 1237 std::string info = tmp->describe (op);
1238
1199 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1239 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1200} 1240}
1201 1241
1202/* 1242/*
1203 * inventory prints object's inventory. If inv==NULL then print player's 1243 * inventory prints object's inventory. If inv==NULL then print player's
1209{ 1249{
1210 static dynbuf_text buf; buf.clear (); 1250 static dynbuf_text buf; buf.clear ();
1211 1251
1212 for (object *tmp = inv; tmp; tmp = tmp->below) 1252 for (object *tmp = inv; tmp; tmp = tmp->below)
1213 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1253 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)); 1254 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ());
1215 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1255 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)); 1256 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1217 1257
1218 if (buf.size ()) 1258 if (buf.size ())
1219 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1259 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1220 else 1260 else
1221 buf.printf ("%s(empty)\n", indent); 1261 buf.printf ("%s(empty)\n", indent);
1222 1262
1223 return buf; 1263 return buf;
1224} 1264}
1356 * Supposed to fix face-values as well here, but later. 1396 * Supposed to fix face-values as well here, but later.
1357 */ 1397 */
1358void 1398void
1359identify (object *op) 1399identify (object *op)
1360{ 1400{
1361 object *pl;
1362
1363 SET_FLAG (op, FLAG_IDENTIFIED); 1401 SET_FLAG (op, FLAG_IDENTIFIED);
1364 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1402 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1365 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1403 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1366 1404
1367 /* 1405 /*
1374 { 1412 {
1375 if (op->inv && op->randomitems) 1413 if (op->inv && op->randomitems)
1376 op->title = op->inv->name; 1414 op->title = op->inv->name;
1377 else if (op->arch) 1415 else if (op->arch)
1378 { 1416 {
1379 op->name = op->arch->object::name; 1417 op->name = op->arch->object::name;
1380 op->name_pl = op->arch->object::name_pl; 1418 op->name_pl = op->arch->object::name_pl;
1381 } 1419 }
1382 } 1420 }
1383 1421
1384 /* If the object is on a map, make sure we update its face */ 1422 /* If the object is on a map, make sure we update its face */
1385 if (op->map) 1423 if (op->map)
1386 update_object (op, UP_OBJ_CHANGE); 1424 update_object (op, UP_OBJ_CHANGE);
1387 else 1425
1388 { 1426 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 1427 /* A lot of the values can change from an update - might as well send
1392 * it all. 1428 * it all.
1393 */ 1429 */
1394 esrv_send_item (pl, op); 1430 esrv_send_item (pl, op);
1395 }
1396} 1431}
1397 1432

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