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Comparing deliantra/server/common/item.C (file contents):
Revision 1.62 by root, Thu Nov 5 15:43:21 2009 UTC vs.
Revision 1.74 by root, Fri Mar 26 01:04:44 2010 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 (©) 2005,2006,2007,2008,2009 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};
69
70static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74}; 68};
75 69
76static char numbers_10[10][20] = { 70static 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
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
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 *
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 *
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 *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}},
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}}
236};
237*/
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 {
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 }
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}
444
445/*
446 * get_number(integer) returns the text-representation of the given number
447 * in a static buffer. The buffer might be overwritten at the next
448 * call to get_number().
449 * It is currently only used by the query_name() function.
450 */
451const char *
452get_number (int i)
453{
454 if (i <= 20)
455 return numbers[i];
456 else
457 {
458 static char buf[MAX_BUF];
459
460 sprintf (buf, "%d", i);
461 return buf;
462 }
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 */
478const char * 425static const char *
479ring_desc (const object *op) 426ring_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
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.
566 * It is also used by examine/ex and similar functions.
619 */ 567 */
620const char * 568const char *
621query_name (const object *op) 569query_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
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))
635 buf << mt->description << ' '; 583 buf << op->material->description << ' ';
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.
692 * It is also used for client-side inventory/item descriptions.
743 */ 693 */
744const char * 694const char *
745query_base_name (const object *op, int plural) 695query_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)
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
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))
757 if (op->arch->materialname != mt->name) 708 if (op->arch->material != op->material)
758 buf << mt->description << ' '; 709 buf << op->material->description << ' ';
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
747 case EXIT:
748 // random map exits "unfortunately" get patched, so this only works before entering
749 buf << (EXIT_PATH (op) == shstr_random_map_exit ? " (random map)" : " (exit)");
750 break;
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 ());

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