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 (©) 2005,2006,2007,2008,2009 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 it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
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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586 | * returned is good forever.) However, it makes printing statements that |
561 | * returned is good forever.) However, it makes printing statements that |
587 | * 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.) |
588 | * |
563 | * |
589 | * It is used extensively within messages, so should return only a prose |
564 | * It is used extensively within messages, so should return only a prose |
590 | * and short description of the item. |
565 | * and short description of the item. |
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566 | * It is also used by examine/ex and similar functions. |
591 | */ |
567 | */ |
592 | const char * |
568 | const char * |
593 | query_name (const object *op) |
569 | query_name (const object *op) |
594 | { |
570 | { |
595 | int len = 0; |
571 | int len = 0; |
… | |
… | |
600 | use_buf %= 5; |
576 | use_buf %= 5; |
601 | |
577 | |
602 | dynbuf_text &buf = bufs [use_buf]; |
578 | dynbuf_text &buf = bufs [use_buf]; |
603 | buf.clear (); |
579 | buf.clear (); |
604 | |
580 | |
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581 | #if 0 |
605 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
582 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
606 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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607 | buf << mt->description << ' '; |
583 | buf << op->material->description << ' '; |
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584 | #endif |
608 | |
585 | |
609 | buf << query_short_name (op); |
586 | buf << query_short_name (op); |
610 | |
587 | |
611 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
588 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
612 | buf << " *"; |
589 | buf << " *"; |
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710 | * and sending to client. |
687 | * and sending to client. |
711 | * If plural is set, we generate the plural name of this. |
688 | * If plural is set, we generate the plural name of this. |
712 | * |
689 | * |
713 | * It is sometimes used to display messages, and usually only used to match stuff, |
690 | * It is sometimes used to display messages, and usually only used to match stuff, |
714 | * so maybe this function should be removed. |
691 | * so maybe this function should be removed. |
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692 | * It is also used for client-side inventory/item descriptions. |
715 | */ |
693 | */ |
716 | const char * |
694 | const char * |
717 | query_base_name (const object *op, int plural) |
695 | query_base_name (const object *op, int plural) |
718 | { |
696 | { |
719 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
697 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
720 | return "(null)"; |
698 | return "(null)"; |
721 | |
699 | |
722 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
700 | if (!op->nrof && !op->weight && !op->title && !is_magical (op) |
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701 | && op->type != EXIT) |
723 | return op->name; /* To speed things up (or make things slower?) */ |
702 | return op->name; /* To speed things up (or make things slower?) */ |
724 | |
703 | |
725 | static dynbuf_text buf; buf.clear (); |
704 | static dynbuf_text buf; buf.clear (); |
726 | |
705 | |
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706 | #if 0 |
727 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
707 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
728 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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729 | if (op->arch->materialname != mt->name) |
708 | if (op->arch->material != op->material) |
730 | buf << mt->description << ' '; |
709 | buf << op->material->description << ' '; |
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710 | #endif |
731 | |
711 | |
732 | buf << (plural ? op->name_pl : op->name); |
712 | buf << (plural ? op->name_pl : op->name); |
733 | |
713 | |
734 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
714 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
735 | buf << ' ' << op->title; |
715 | buf << ' ' << op->title; |
… | |
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762 | if (s && *s) |
742 | if (s && *s) |
763 | buf << ' ' << s; |
743 | buf << ' ' << s; |
764 | } |
744 | } |
765 | break; |
745 | break; |
766 | |
746 | |
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747 | case EXIT: |
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748 | // random map exits "unfortunately" get patched, so this only works before entering |
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749 | if (EXIT_PATH (op) == shstr_random_map_exit) |
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750 | buf << " (random map)"; |
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751 | else if (!EXIT_PATH (op)) |
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752 | buf << " (closed)"; |
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753 | break; |
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754 | |
767 | default: |
755 | default: |
768 | if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
756 | if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) |
769 | buf.printf (" %+d", op->magic); |
757 | buf.printf (" %+d", op->magic); |
770 | } |
758 | } |
771 | |
759 | |
… | |
… | |
786 | /* Note that the resolution this provides for players really isn't |
774 | /* Note that the resolution this provides for players really isn't |
787 | * very good. Any player with a speed greater than .67 will |
775 | * very good. Any player with a speed greater than .67 will |
788 | * fall into the 'lightning fast movement' category. |
776 | * fall into the 'lightning fast movement' category. |
789 | */ |
777 | */ |
790 | if (op->has_active_speed ()) |
778 | if (op->has_active_speed ()) |
791 | switch ((int)((fabs (op->speed)) * 15.)) |
779 | switch ((int)(op->speed * 15.)) |
792 | { |
780 | { |
793 | case 0: |
781 | case 0: |
794 | buf << "(very slow movement)"; |
782 | buf << "(very slow movement)"; |
795 | break; |
783 | break; |
796 | case 1: |
784 | case 1: |
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866 | if (op->stats.luck) |
854 | if (op->stats.luck) |
867 | buf.printf ("(luck%+d)", op->stats.luck); |
855 | buf.printf ("(luck%+d)", op->stats.luck); |
868 | } |
856 | } |
869 | |
857 | |
870 | /* describe attacktypes */ |
858 | /* describe attacktypes */ |
871 | if (is_dragon_pl (op)) |
859 | if (op->is_dragon ()) |
872 | { |
860 | { |
873 | /* for dragon players display the attacktypes from clawing skill |
861 | /* for dragon players display the attacktypes from clawing skill |
874 | * Break apart the for loop - move the comparison checking down - |
862 | * Break apart the for loop - move the comparison checking down - |
875 | * this makes it more readable. |
863 | * this makes it more readable. |
876 | */ |
864 | */ |
… | |
… | |
1175 | |
1163 | |
1176 | buf.add_abilities ("Attacks", op->attacktype); |
1164 | buf.add_abilities ("Attacks", op->attacktype); |
1177 | /* resistance on flesh is only visible for quetzals. If |
1165 | /* resistance on flesh is only visible for quetzals. If |
1178 | * non flesh, everyone can see its resistances |
1166 | * non flesh, everyone can see its resistances |
1179 | */ |
1167 | */ |
1180 | if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1168 | if (op->type != FLESH || (owner && owner->is_dragon ())) |
1181 | buf << describe_resistance (op, 0); |
1169 | buf << describe_resistance (op, 0); |
1182 | |
1170 | |
1183 | buf.add_paths ("Attuned", op->path_attuned); |
1171 | buf.add_paths ("Attuned", op->path_attuned); |
1184 | buf.add_paths ("Repelled", op->path_repelled); |
1172 | buf.add_paths ("Repelled", op->path_repelled); |
1185 | buf.add_paths ("Denied", op->path_denied); |
1173 | buf.add_paths ("Denied", op->path_denied); |
… | |
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1212 | { |
1200 | { |
1213 | static dynbuf_text buf; buf.clear (); |
1201 | static dynbuf_text buf; buf.clear (); |
1214 | |
1202 | |
1215 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1203 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1216 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1204 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1217 | buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); |
1205 | buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); |
1218 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1206 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1219 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1207 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1220 | |
1208 | |
1221 | if (buf.size ()) |
1209 | if (buf.size ()) |
1222 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |
1210 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |