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. |
… | |
… | |
63 | {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"}, |
64 | {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"}, |
65 | {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"}, |
66 | {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"}, |
67 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
67 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
68 | }; |
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69 | |
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70 | static char numbers[21][20] = { |
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71 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
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72 | "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", |
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73 | "eighteen", "nineteen", "twenty" |
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74 | }; |
68 | }; |
75 | |
69 | |
76 | static char numbers_10[10][20] = { |
70 | static char numbers_10[10][20] = { |
77 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
71 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
78 | "eighty", "ninety" |
72 | "eighty", "ninety" |
… | |
… | |
207 | {BUILDER, "item builder", "item builders", 0, 0}, |
201 | {BUILDER, "item builder", "item builders", 0, 0}, |
208 | {MATERIAL, "building material", "building materials", 0, 0}, |
202 | {MATERIAL, "building material", "building materials", 0, 0}, |
209 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
203 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
210 | }; |
204 | }; |
211 | |
205 | |
212 | const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
206 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
213 | |
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214 | materialtype_t *materialt; |
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215 | |
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216 | /* |
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217 | materialtype material[NROFMATERIALS] = { |
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218 | * 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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219 | * 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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220 | * 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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221 | * 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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222 | * I C T U N O T O L E E H S T P D N * |
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223 | {"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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224 | {"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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225 | {"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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226 | {"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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227 | {"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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228 | {"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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229 | {"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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230 | {"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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231 | {"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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232 | {"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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233 | {"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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234 | {"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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235 | {"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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236 | }; |
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237 | */ |
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238 | |
207 | |
239 | /* 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 |
240 | * 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 |
241 | * wear whatever they want with no worries. Perhaps having the steep |
210 | * wear whatever they want with no worries. Perhaps having the steep |
242 | * curve is good (maybe even steeper), but allowing players to |
211 | * curve is good (maybe even steeper), but allowing players to |
… | |
… | |
319 | |
288 | |
320 | enc += op->stats.luck; |
289 | enc += op->stats.luck; |
321 | |
290 | |
322 | /* Do spell paths now */ |
291 | /* Do spell paths now */ |
323 | for (i = 1; i < NRSPELLPATHS; i++) |
292 | for (i = 1; i < NRSPELLPATHS; i++) |
324 | { |
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325 | if (op->path_attuned & (1 << i)) |
293 | if (op->path_attuned & (1 << i)) |
326 | enc++; |
294 | enc++; |
327 | else if (op->path_denied & (1 << i)) |
295 | else if (op->path_denied & (1 << i)) |
328 | enc -= 2; |
296 | enc -= 2; |
329 | else if (op->path_repelled & (1 << i)) |
297 | else if (op->path_repelled & (1 << i)) |
330 | enc--; |
298 | enc--; |
331 | } |
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332 | |
299 | |
333 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
300 | if (op->flag [FLAG_LIFESAVE ]) enc += 5; |
334 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
301 | if (op->flag [FLAG_REFL_SPELL ]) enc += 3; |
335 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
302 | if (op->flag [FLAG_REFL_MISSILE]) enc += 2; |
336 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
303 | if (op->flag [FLAG_XRAYS ]) enc += 2; |
… | |
… | |
438 | return levelnumbers_10[i / 10]; |
405 | return levelnumbers_10[i / 10]; |
439 | |
406 | |
440 | strcpy (buf, numbers_10[i / 10]); |
407 | strcpy (buf, numbers_10[i / 10]); |
441 | strcat (buf, levelnumbers[i % 10]); |
408 | strcat (buf, levelnumbers[i % 10]); |
442 | return buf; |
409 | return buf; |
443 | } |
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444 | |
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445 | /* |
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446 | * get_number(integer) returns the text-representation of the given number |
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447 | * in a static buffer. The buffer might be overwritten at the next |
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448 | * call to get_number(). |
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449 | * It is currently only used by the query_name() function. |
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450 | */ |
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451 | const char * |
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452 | get_number (int i) |
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453 | { |
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454 | if (i <= 20) |
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455 | return numbers[i]; |
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456 | else |
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457 | { |
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458 | static char buf[MAX_BUF]; |
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459 | |
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460 | sprintf (buf, "%d", i); |
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461 | return buf; |
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462 | } |
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463 | } |
410 | } |
464 | |
411 | |
465 | /* |
412 | /* |
466 | * Returns pointer to static buffer containing ring's or amulet's |
413 | * Returns pointer to static buffer containing ring's or amulet's |
467 | * abilities |
414 | * abilities |
… | |
… | |
473 | */ |
420 | */ |
474 | |
421 | |
475 | /* 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 |
476 | * from stats.sp - b.t. |
423 | * from stats.sp - b.t. |
477 | */ |
424 | */ |
478 | const char * |
425 | static const char * |
479 | ring_desc (const object *op) |
426 | ring_desc (const object *op) |
480 | { |
427 | { |
481 | static dynbuf_text buf; buf.clear (); |
428 | static dynbuf_text buf; buf.clear (); |
482 | int attr, val, len; |
429 | int attr, val, len; |
483 | |
430 | |
… | |
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614 | * returned is good forever.) However, it makes printing statements that |
561 | * returned is good forever.) However, it makes printing statements that |
615 | * 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.) |
616 | * |
563 | * |
617 | * 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 |
618 | * 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. |
619 | */ |
567 | */ |
620 | const char * |
568 | const char * |
621 | query_name (const object *op) |
569 | query_name (const object *op) |
622 | { |
570 | { |
623 | int len = 0; |
571 | int len = 0; |
… | |
… | |
628 | use_buf %= 5; |
576 | use_buf %= 5; |
629 | |
577 | |
630 | dynbuf_text &buf = bufs [use_buf]; |
578 | dynbuf_text &buf = bufs [use_buf]; |
631 | buf.clear (); |
579 | buf.clear (); |
632 | |
580 | |
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581 | #if 0 |
633 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
582 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
634 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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635 | buf << mt->description << ' '; |
583 | buf << op->material->description << ' '; |
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584 | #endif |
636 | |
585 | |
637 | buf << query_short_name (op); |
586 | buf << query_short_name (op); |
638 | |
587 | |
639 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
588 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
640 | buf << " *"; |
589 | buf << " *"; |
… | |
… | |
738 | * and sending to client. |
687 | * and sending to client. |
739 | * If plural is set, we generate the plural name of this. |
688 | * If plural is set, we generate the plural name of this. |
740 | * |
689 | * |
741 | * 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, |
742 | * 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. |
743 | */ |
693 | */ |
744 | const char * |
694 | const char * |
745 | query_base_name (const object *op, int plural) |
695 | query_base_name (const object *op, int plural) |
746 | { |
696 | { |
747 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
697 | if ((!plural && !op->name) || (plural && !op->name_pl)) |
748 | return "(null)"; |
698 | return "(null)"; |
749 | |
699 | |
750 | 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) |
751 | return op->name; /* To speed things up (or make things slower?) */ |
702 | return op->name; /* To speed things up (or make things slower?) */ |
752 | |
703 | |
753 | static dynbuf_text buf; buf.clear (); |
704 | static dynbuf_text buf; buf.clear (); |
754 | |
705 | |
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706 | #if 0 |
755 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
707 | if ((op->is_armor () || op->is_weapon ()) && op->material) |
756 | if (materialtype_t *mt = name_to_material (op->materialname)) |
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757 | if (op->arch->materialname != mt->name) |
708 | if (op->arch->material != op->material) |
758 | buf << mt->description << ' '; |
709 | buf << op->material->description << ' '; |
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710 | #endif |
759 | |
711 | |
760 | buf << (plural ? op->name_pl : op->name); |
712 | buf << (plural ? op->name_pl : op->name); |
761 | |
713 | |
762 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
714 | if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) |
763 | buf << ' ' << op->title; |
715 | buf << ' ' << op->title; |
… | |
… | |
790 | if (s && *s) |
742 | if (s && *s) |
791 | buf << ' ' << s; |
743 | buf << ' ' << s; |
792 | } |
744 | } |
793 | break; |
745 | break; |
794 | |
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 | buf << (EXIT_PATH (op) == shstr_random_map_exit ? " (random map)" : " (exit)"); |
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750 | break; |
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751 | |
795 | default: |
752 | default: |
796 | 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))) |
797 | buf.printf (" %+d", op->magic); |
754 | buf.printf (" %+d", op->magic); |
798 | } |
755 | } |
799 | |
756 | |
… | |
… | |
814 | /* Note that the resolution this provides for players really isn't |
771 | /* Note that the resolution this provides for players really isn't |
815 | * very good. Any player with a speed greater than .67 will |
772 | * very good. Any player with a speed greater than .67 will |
816 | * fall into the 'lightning fast movement' category. |
773 | * fall into the 'lightning fast movement' category. |
817 | */ |
774 | */ |
818 | if (op->has_active_speed ()) |
775 | if (op->has_active_speed ()) |
819 | switch ((int) ((FABS (op->speed)) * 15)) |
776 | switch ((int)(op->speed * 15.)) |
820 | { |
777 | { |
821 | case 0: |
778 | case 0: |
822 | buf << "(very slow movement)"; |
779 | buf << "(very slow movement)"; |
823 | break; |
780 | break; |
824 | case 1: |
781 | case 1: |
… | |
… | |
894 | if (op->stats.luck) |
851 | if (op->stats.luck) |
895 | buf.printf ("(luck%+d)", op->stats.luck); |
852 | buf.printf ("(luck%+d)", op->stats.luck); |
896 | } |
853 | } |
897 | |
854 | |
898 | /* describe attacktypes */ |
855 | /* describe attacktypes */ |
899 | if (is_dragon_pl (op)) |
856 | if (op->is_dragon ()) |
900 | { |
857 | { |
901 | /* for dragon players display the attacktypes from clawing skill |
858 | /* for dragon players display the attacktypes from clawing skill |
902 | * Break apart the for loop - move the comparison checking down - |
859 | * Break apart the for loop - move the comparison checking down - |
903 | * this makes it more readable. |
860 | * this makes it more readable. |
904 | */ |
861 | */ |
… | |
… | |
1203 | |
1160 | |
1204 | buf.add_abilities ("Attacks", op->attacktype); |
1161 | buf.add_abilities ("Attacks", op->attacktype); |
1205 | /* resistance on flesh is only visible for quetzals. If |
1162 | /* resistance on flesh is only visible for quetzals. If |
1206 | * non flesh, everyone can see its resistances |
1163 | * non flesh, everyone can see its resistances |
1207 | */ |
1164 | */ |
1208 | if (op->type != FLESH || (owner && is_dragon_pl (owner))) |
1165 | if (op->type != FLESH || (owner && owner->is_dragon ())) |
1209 | buf << describe_resistance (op, 0); |
1166 | buf << describe_resistance (op, 0); |
1210 | |
1167 | |
1211 | buf.add_paths ("Attuned", op->path_attuned); |
1168 | buf.add_paths ("Attuned", op->path_attuned); |
1212 | buf.add_paths ("Repelled", op->path_repelled); |
1169 | buf.add_paths ("Repelled", op->path_repelled); |
1213 | buf.add_paths ("Denied", op->path_denied); |
1170 | buf.add_paths ("Denied", op->path_denied); |
… | |
… | |
1240 | { |
1197 | { |
1241 | static dynbuf_text buf; buf.clear (); |
1198 | static dynbuf_text buf; buf.clear (); |
1242 | |
1199 | |
1243 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1200 | for (object *tmp = inv; tmp; tmp = tmp->below) |
1244 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1201 | if (who && QUERY_FLAG (who, FLAG_WIZ)) |
1245 | buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); |
1202 | buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ()); |
1246 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1203 | else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) |
1247 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1204 | buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); |
1248 | |
1205 | |
1249 | if (buf.size ()) |
1206 | if (buf.size ()) |
1250 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |
1207 | buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); |