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203 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
203 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
204 | }; |
204 | }; |
205 | |
205 | |
206 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
206 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
207 | |
207 | |
208 | materialtype_t *materialt; |
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209 | |
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210 | /* |
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211 | materialtype material[NROFMATERIALS] = { |
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212 | * P M F E C C A D W G P S P T F C D D C C G H B I * |
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213 | * H A I L O O C R E H O L A U E A E E H O O O L N * |
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214 | * Y G R E L N I A A O I O R R A N P A A U D L I T * |
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215 | * S I E C D F D I P S S W A N R C L T O N Y N R * |
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216 | * I C T U N O T O L E E H S T P D N * |
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217 | {"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}}, |
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218 | {"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}}, |
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219 | {"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}}, |
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220 | {"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}}, |
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221 | {"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}}, |
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222 | {"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}}, |
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223 | {"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}}, |
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224 | {"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}}, |
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225 | {"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}}, |
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226 | {"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}}, |
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227 | {"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}}, |
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228 | {"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}}, |
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229 | {"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}} |
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230 | }; |
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231 | */ |
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232 | |
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233 | /* 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 |
234 | * 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 |
235 | * wear whatever they want with no worries. Perhaps having the steep |
210 | * wear whatever they want with no worries. Perhaps having the steep |
236 | * curve is good (maybe even steeper), but allowing players to |
211 | * curve is good (maybe even steeper), but allowing players to |
237 | * have 2 * level instead. Ideally, top level characters should only be |
212 | * have 2 * level instead. Ideally, top level characters should only be |
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313 | |
288 | |
314 | enc += op->stats.luck; |
289 | enc += op->stats.luck; |
315 | |
290 | |
316 | /* Do spell paths now */ |
291 | /* Do spell paths now */ |
317 | for (i = 1; i < NRSPELLPATHS; i++) |
292 | for (i = 1; i < NRSPELLPATHS; i++) |
318 | { |
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319 | if (op->path_attuned & (1 << i)) |
293 | if (op->path_attuned & (1 << i)) |
320 | enc++; |
294 | enc++; |
321 | else if (op->path_denied & (1 << i)) |
295 | else if (op->path_denied & (1 << i)) |
322 | enc -= 2; |
296 | enc -= 2; |
323 | else if (op->path_repelled & (1 << i)) |
297 | else if (op->path_repelled & (1 << i)) |
324 | enc--; |
298 | enc--; |
325 | } |
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326 | |
299 | |
327 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
300 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
328 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
301 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
329 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
302 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
330 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
303 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
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602 | use_buf %= 5; |
575 | use_buf %= 5; |
603 | |
576 | |
604 | dynbuf_text &buf = bufs [use_buf]; |
577 | dynbuf_text &buf = bufs [use_buf]; |
605 | buf.clear (); |
578 | buf.clear (); |
606 | |
579 | |
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580 | #if 0 |
607 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
581 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
608 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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609 | buf << mt->description << ' '; |
582 | buf << op->material->description << ' '; |
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583 | #endif |
610 | |
584 | |
611 | buf << query_short_name (op); |
585 | buf << query_short_name (op); |
612 | |
586 | |
613 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
587 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
614 | buf << " *"; |
588 | buf << " *"; |
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724 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
698 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
725 | return op->name; /* To speed things up (or make things slower?) */ |
699 | return op->name; /* To speed things up (or make things slower?) */ |
726 | |
700 | |
727 | static dynbuf_text buf; buf.clear (); |
701 | static dynbuf_text buf; buf.clear (); |
728 | |
702 | |
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703 | #if 0 |
729 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
704 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
730 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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731 | if (op->arch->materialname != mt->name) |
705 | if (op->arch->material != op->material) |
732 | buf << mt->description << ' '; |
706 | buf << op->material->description << ' '; |
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707 | #endif |
733 | |
708 | |
734 | buf << (plural ? op->name_pl : op->name); |
709 | buf << (plural ? op->name_pl : op->name); |
735 | |
710 | |
736 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
711 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
737 | buf << ' ' << op->title; |
712 | buf << ' ' << op->title; |
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788 | /* Note that the resolution this provides for players really isn't |
763 | /* Note that the resolution this provides for players really isn't |
789 | * very good. Any player with a speed greater than .67 will |
764 | * very good. Any player with a speed greater than .67 will |
790 | * fall into the 'lightning fast movement' category. |
765 | * fall into the 'lightning fast movement' category. |
791 | */ |
766 | */ |
792 | if (op->has_active_speed ()) |
767 | if (op->has_active_speed ()) |
793 | switch ((int)((fabs (op->speed)) * 15.)) |
768 | switch ((int)(op->speed * 15.)) |
794 | { |
769 | { |
795 | case 0: |
770 | case 0: |
796 | buf << "(very slow movement)"; |
771 | buf << "(very slow movement)"; |
797 | break; |
772 | break; |
798 | case 1: |
773 | case 1: |
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868 | if (op->stats.luck) |
843 | if (op->stats.luck) |
869 | buf.printf ("(luck%+d)", op->stats.luck); |
844 | buf.printf ("(luck%+d)", op->stats.luck); |
870 | } |
845 | } |
871 | |
846 | |
872 | /* describe attacktypes */ |
847 | /* describe attacktypes */ |
873 | if (is_dragon_pl (op)) |
848 | if (op->is_dragon ()) |
874 | { |
849 | { |
875 | /* for dragon players display the attacktypes from clawing skill |
850 | /* for dragon players display the attacktypes from clawing skill |
876 | * Break apart the for loop - move the comparison checking down - |
851 | * Break apart the for loop - move the comparison checking down - |
877 | * this makes it more readable. |
852 | * this makes it more readable. |
878 | */ |
853 | */ |
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1177 | |
1152 | |
1178 | buf.add_abilities ("Attacks", op->attacktype); |
1153 | buf.add_abilities ("Attacks", op->attacktype); |
1179 | /* resistance on flesh is only visible for quetzals. If |
1154 | /* resistance on flesh is only visible for quetzals. If |
1180 | * non flesh, everyone can see its resistances |
1155 | * non flesh, everyone can see its resistances |
1181 | */ |
1156 | */ |
1182 | if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1157 | if (op->type != FLESH || (owner && owner->is_dragon ())) |
1183 | buf << describe_resistance (op, 0); |
1158 | buf << describe_resistance (op, 0); |
1184 | |
1159 | |
1185 | buf.add_paths ("Attuned", op->path_attuned); |
1160 | buf.add_paths ("Attuned", op->path_attuned); |
1186 | buf.add_paths ("Repelled", op->path_repelled); |
1161 | buf.add_paths ("Repelled", op->path_repelled); |
1187 | buf.add_paths ("Denied", op->path_denied); |
1162 | buf.add_paths ("Denied", op->path_denied); |
… | |
… | |
1214 | { |
1189 | { |
1215 | static dynbuf_text buf; buf.clear (); |
1190 | static dynbuf_text buf; buf.clear (); |
1216 | |
1191 | |
1217 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1192 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1218 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1193 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1219 | buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); |
1194 | buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); |
1220 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1195 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1221 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1196 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1222 | |
1197 | |
1223 | if (buf.size ()) |
1198 | if (buf.size ()) |
1224 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |
1199 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |