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Comparing deliantra/server/common/item.C (file contents):
Revision 1.53 by root, Sun Jan 11 06:08:40 2009 UTC vs.
Revision 1.67 by root, Tue Nov 10 04:38:45 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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>
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
318 288
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];
360 319
361 return NULL; 320 return NULL;
362} 321}
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];
375 332
376 for (i = 0; i < item_types_size; i++) 333 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 334 if (!strcmp (item_types[i].name_pl, name))
378 { 335 {
379 LOG (llevInfo, 336 LOG (llevInfo,
380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\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);
381 return &item_types[i]; 338 return &item_types[i];
382 } 339 }
383 340
384 return NULL; 341 return 0;
385} 342}
386 343
387/* describe_resistance generates the visible naming for resistances. 344/* describe_resistance generates the visible naming for resistances.
388 * returns a static array of the description. This can return 345 * returns a static array of the description. This can return
389 * a big buffer. 346 * a big buffer.
391 * 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
392 */ 349 */
393const char * 350const char *
394describe_resistance (const object *op, int newline) 351describe_resistance (const object *op, int newline)
395{ 352{
396 static char buf[VERY_BIG_BUF]; 353 static dynbuf_text buf; buf.clear ();
397 char buf1[VERY_BIG_BUF];
398 int tmpvar;
399 354
400 buf[0] = 0; 355 for (int i = 0; i < NROFATTACKS; i++)
401 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
402 {
403 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))
404 { 357 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
405 if (!newline)
406 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
407 else
408 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
409 358
410 strcat (buf, buf1);
411 }
412 }
413 return buf; 359 return buf;
414} 360}
415
416 361
417/* 362/*
418 * query_weight(object) returns a character pointer to a static buffer 363 * query_weight(object) returns a character pointer to a static buffer
419 * containing the text-representation of the weight of the given object. 364 * containing the text-representation of the weight of the given object.
420 * 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?
421 */ 368 */
422const char * 369const char *
423query_weight (const object *op) 370query_weight (const object *op)
424{ 371{
425 static char buf[10]; 372 static char buf[10];
451 return buf; 398 return buf;
452 } 399 }
453 400
454 if (i < 21) 401 if (i < 21)
455 return levelnumbers[i]; 402 return levelnumbers[i];
403
456 if (!(i % 10)) 404 if (!(i % 10))
457 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
458 406
459 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
461 return buf; 409 return buf;
462}
463
464/*
465 * get_number(integer) returns the text-representation of the given number
466 * in a static buffer. The buffer might be overwritten at the next
467 * call to get_number().
468 * It is currently only used by the query_name() function.
469 */
470const char *
471get_number (int i)
472{
473 if (i <= 20)
474 return numbers[i];
475 else
476 {
477 static char buf[MAX_BUF];
478
479 sprintf (buf, "%d", i);
480 return buf;
481 }
482} 410}
483 411
484/* 412/*
485 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
486 * abilities 414 * abilities
492 */ 420 */
493 421
494/* 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
495 * from stats.sp - b.t. 423 * from stats.sp - b.t.
496 */ 424 */
497const char * 425static const char *
498ring_desc (const object *op) 426ring_desc (const object *op)
499{ 427{
500 static dynbuf_text buf; buf.clear (); 428 static dynbuf_text buf; buf.clear ();
501 int attr, val, len; 429 int attr, val, len;
502 430
536} 464}
537 465
538/* 466/*
539 * 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
540 * 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.
541 */ 471 */
542const char * 472const char *
543query_short_name (const object *op) 473query_short_name (const object *op)
544{ 474{
545 if (!op->name) 475 if (!op->name)
629 * 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
630 * 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
631 * returned is good forever.) However, it makes printing statements that 561 * returned is good forever.) However, it makes printing statements that
632 * 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.)
633 * 563 *
564 * It is used extensively within messages, so should return only a prose
565 * and short description of the item.
634 */ 566 */
635const char * 567const char *
636query_name (const object *op) 568query_name (const object *op)
637{ 569{
638 int len = 0; 570 int len = 0;
643 use_buf %= 5; 575 use_buf %= 5;
644 576
645 dynbuf_text &buf = bufs [use_buf]; 577 dynbuf_text &buf = bufs [use_buf];
646 buf.clear (); 578 buf.clear ();
647 579
580#if 0
648 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 581 if ((op->is_armor () || op->is_weapon ()) && op->material)
649 if (materialtype_t *mt = name_to_material (op->materialname))
650 buf << mt->description << ' '; 582 buf << op->material->description << ' ';
583#endif
651 584
652 buf << query_short_name (op); 585 buf << query_short_name (op);
653 586
654 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 587 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
655 buf << " *"; 588 buf << " *";
656 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 589 if (op->is_open_container ())
657 buf << " (open)"; 590 buf << " (open)";
658 591
659 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 592 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
660 { 593 {
661 if (QUERY_FLAG (op, FLAG_DAMNED)) 594 if (QUERY_FLAG (op, FLAG_DAMNED))
675 */ 608 */
676 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))
677 buf << " (magic)"; 610 buf << " (magic)";
678 611
679#if 0 612#if 0
680 /* 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
681 * be returned in the name. 614 * be returned in the name.
682 */ 615 */
683 if (op->item_power) 616 if (op->item_power)
684 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);
685 618
717 default: 650 default:
718 buf << " (applied)"; 651 buf << " (applied)";
719 } 652 }
720 } 653 }
721 654
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
722 if (QUERY_FLAG (op, FLAG_UNPAID)) 674 if (QUERY_FLAG (op, FLAG_UNPAID))
723 buf << " (unpaid)"; 675 buf << " (unpaid)";
724 676
725 return buf; 677 return buf;
726} 678}
731 * 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
732 * 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
733 * 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
734 * and sending to client. 686 * and sending to client.
735 * 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.
736 */ 691 */
737const char * 692const char *
738query_base_name (const object *op, int plural) 693query_base_name (const object *op, int plural)
739{ 694{
740 if ((!plural && !op->name) || (plural && !op->name_pl)) 695 if ((!plural && !op->name) || (plural && !op->name_pl))
743 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 698 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
744 return op->name; /* To speed things up (or make things slower?) */ 699 return op->name; /* To speed things up (or make things slower?) */
745 700
746 static dynbuf_text buf; buf.clear (); 701 static dynbuf_text buf; buf.clear ();
747 702
703#if 0
748 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 704 if ((op->is_armor () || op->is_weapon ()) && op->material)
749 if (materialtype_t *mt = name_to_material (op->materialname))
750 if (op->arch->materialname != mt->name) 705 if (op->arch->material != op->material)
751 buf << mt->description << ' '; 706 buf << op->material->description << ' ';
707#endif
752 708
753 buf << (plural ? op->name_pl : op->name); 709 buf << (plural ? op->name_pl : op->name);
754 710
755 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
756 buf << ' ' << op->title; 712 buf << ' ' << op->title;
807 /* Note that the resolution this provides for players really isn't 763 /* Note that the resolution this provides for players really isn't
808 * very good. Any player with a speed greater than .67 will 764 * very good. Any player with a speed greater than .67 will
809 * fall into the 'lightning fast movement' category. 765 * fall into the 'lightning fast movement' category.
810 */ 766 */
811 if (op->has_active_speed ()) 767 if (op->has_active_speed ())
812 switch ((int) ((FABS (op->speed)) * 15)) 768 switch ((int)((fabs (op->speed)) * 15.))
813 { 769 {
814 case 0: 770 case 0:
815 buf << "(very slow movement)"; 771 buf << "(very slow movement)";
816 break; 772 break;
817 case 1: 773 case 1:
935 * 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
936 * a dragon player examining food. Could have things like 892 * a dragon player examining food. Could have things like
937 * 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
938 * dwarves, etc. 894 * dwarves, etc.
939 * 895 *
940 * This function is really much more complicated than it should
941 * be, because different objects have different meanings
942 * for the same field (eg, wands use 'food' for charges). This
943 * means these special cases need to be worked out.
944 *
945 * Add 'owner' who is the person examining this object. 896 * Add 'owner' who is the person examining this object.
946 * 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
947 * item (eg, debug dump or the like) 898 * item (eg, debug dump or the like)
948 */ 899 */
949const char * 900const char *
1007 buf << "well charged."; 958 buf << "well charged.";
1008 else if (op->stats.sp == op->stats.maxsp) 959 else if (op->stats.sp == op->stats.maxsp)
1009 buf << "fully charged."; 960 buf << "fully charged.";
1010 else 961 else
1011 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 }
1012 break; 985 break;
1013 986
1014 case FOOD: 987 case FOOD:
1015 case FLESH: 988 case FLESH:
1016 case DRINK: 989 case DRINK:
1172 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1145 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1173 1146
1174 if (op->slaying && op->type != FOOD) 1147 if (op->slaying && op->type != FOOD)
1175 buf.printf ("(slay %s)", &op->slaying); 1148 buf.printf ("(slay %s)", &op->slaying);
1176 1149
1150 if (op->type == SKILL_TOOL && op->skill)
1151 buf.printf ("(%s)", &op->skill);
1152
1177 buf.add_abilities ("Attacks", op->attacktype); 1153 buf.add_abilities ("Attacks", op->attacktype);
1178 /* resistance on flesh is only visible for quetzals. If 1154 /* resistance on flesh is only visible for quetzals. If
1179 * non flesh, everyone can see its resistances 1155 * non flesh, everyone can see its resistances
1180 */ 1156 */
1181 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1157 if (op->type != FLESH || (owner && is_dragon_pl (owner)))
1197 1173
1198void 1174void
1199examine (object *op, object *tmp) 1175examine (object *op, object *tmp)
1200{ 1176{
1201 std::string info = tmp->describe (op); 1177 std::string info = tmp->describe (op);
1178
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1179 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203} 1180}
1204 1181
1205/* 1182/*
1206 * 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

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