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Comparing deliantra/server/common/item.C (file contents):
Revision 1.44 by root, Sun Apr 13 21:22:47 2008 UTC vs.
Revision 1.77 by root, Sat Apr 3 02:27:24 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 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 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>
25#include <funcpoint.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28 28
29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 }; 29const char *const coins[NUM_COINS + 1] = { "royalty", "platinacoin", "goldcoin", "silvercoin", 0 };
30 30
47 * Note that using the term 'human' may not be very accurate, humanoid 47 * Note that using the term 'human' may not be very accurate, humanoid
48 * may be better. 48 * may be better.
49 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */ 51 */
52// see include/object.h
52Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
53 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
54 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
55 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
56 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, 57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, 64 {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"}, 65 {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"}, 66 {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"}, 67 {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"} */ 68/*{"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}; 69};
75 70
76static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety" 73 "eighty", "ninety"
170 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
171 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
172 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
173 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
174 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
175 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
176 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
177 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
178 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
179 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
180 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
207 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
208 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 205};
211 206
212const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static 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*/
238 208
239/* This curve may be too steep. But the point is that there should 209/* 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 210 * 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 211 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
253}; 223};
254 224
255int 225int
256get_power_from_ench (int ench) 226get_power_from_ench (int ench)
257{ 227{
258 if (ench < 0) ench = 0;
259 if (ench > 20) ench = 20;
260
261 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
262} 229}
263 230
264/* This takes an object 'op' and figures out what its item_power 231/* This takes an object 'op' and figures out what its item_power
265 * rating should be. This should only really be used by the treasure 232 * rating should be. This should only really be used by the treasure
266 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
300 if (op->type == WEAPON) 267 if (op->type == WEAPON)
301 { 268 {
302 for (i = 1; i < NROFATTACKS; i++) 269 for (i = 1; i < NROFATTACKS; i++)
303 if (op->attacktype & (1 << i)) 270 if (op->attacktype & (1 << i))
304 enc++; 271 enc++;
272
305 if (op->slaying) 273 if (op->slaying)
306 enc += 2; /* What it slays is probably more relevent */ 274 enc += 2; /* What it slays is probably more relevent */
307 } 275 }
276
308 /* Items the player can equip */ 277 /* Items the player can equip */
309 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || 278 if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) ||
310 (op->type == SHIELD) || (op->type == RING) || 279 (op->type == SHIELD) || (op->type == RING) ||
311 (op->type == BOOTS) || (op->type == GLOVES) || 280 (op->type == BOOTS) || (op->type == GLOVES) ||
312 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 281 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
315 enc += op->stats.hp; /* hp regen */ 284 enc += op->stats.hp; /* hp regen */
316 enc += op->stats.sp; /* mana regen */ 285 enc += op->stats.sp; /* mana regen */
317 enc += op->stats.grace; /* grace regen */ 286 enc += op->stats.grace; /* grace regen */
318 enc += op->stats.exp; /* speed bonus */ 287 enc += op->stats.exp; /* speed bonus */
319 } 288 }
289
320 enc += op->stats.luck; 290 enc += op->stats.luck;
321 291
322 /* Do spell paths now */ 292 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
326 enc++; 295 enc++;
327 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
328 enc -= 2; 297 enc -= 2;
329 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
330 enc--; 299 enc--;
331 }
332 300
333 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
337 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
338 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
339 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
340 enc += 1;
341 if (QUERY_FLAG (op, FLAG_XRAYS))
342 enc += 2;
343 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
344 enc += 1;
345 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
346 enc += 1;
347 308
348 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
349} 310}
350 311
351/* returns the typedata that has a number equal to itemtype, if there 312/* returns the typedata that has a number equal to itemtype, if there
352 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
353const typedata * 314const typedata *
354get_typedata (int itemtype) 315get_typedata (int itemtype)
355{ 316{
356 int i;
357
358 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
359 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
360 return &item_types[i]; 319 return &item_types[i];
320
361 return NULL; 321 return NULL;
362} 322}
363 323
364/* returns the typedata that has a name equal to itemtype, if there 324/* returns the typedata that has a name equal to itemtype, if there
365 * isn't one, return the plural name that matches, if there still isn't 325 * isn't one, return the plural name that matches, if there still isn't
366 * one return NULL */ 326 * one return NULL */
367const typedata * 327const typedata *
368get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
369{ 329{
370 int i;
371
372 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
373 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
374 return &item_types[i]; 332 return &item_types[i];
333
375 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
377 { 336 {
378 LOG (llevInfo, 337 LOG (llevInfo,
379 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); 338 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
380 return &item_types[i]; 339 return &item_types[i];
381 } 340 }
341
382 return NULL; 342 return 0;
383} 343}
384 344
385/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
386 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
387 * a big buffer. 347 * a big buffer.
389 * but do put a newline at the end. Useful when dumping to files 349 * but do put a newline at the end. Useful when dumping to files
390 */ 350 */
391const char * 351const char *
392describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
393{ 353{
394 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
395 char buf1[VERY_BIG_BUF];
396 int tmpvar;
397 355
398 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
399 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
400 {
401 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
402 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
403 if (!newline)
404 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
405 else
406 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
407 359
408 strcat (buf, buf1);
409 }
410 }
411 return buf; 360 return buf;
412} 361}
413
414 362
415/* 363/*
416 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
417 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
418 * The buffer will be overwritten by the next call to query_weight(). 366 * The buffer will be overwritten by the next call to query_weight().
367 *
368 * Seems to be used only by unimportant stuff. Remove?
419 */ 369 */
420const char * 370const char *
421query_weight (const object *op) 371query_weight (const object *op)
422{ 372{
423 static char buf[10]; 373 static char buf[10];
424 sint32 i = (op->nrof ? op->nrof : 1) * op->weight + op->carrying; 374 sint32 i = op->total_weight ();
425 375
426 if (op->weight < 0) 376 if (op->weight < 0)
427 return " "; 377 return " ";
428 378
429 if (i % 1000) 379 if (i % 1000)
449 return buf; 399 return buf;
450 } 400 }
451 401
452 if (i < 21) 402 if (i < 21)
453 return levelnumbers[i]; 403 return levelnumbers[i];
404
454 if (!(i % 10)) 405 if (!(i % 10))
455 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
456 407
457 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
458 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
459 return buf; 410 return buf;
460}
461
462/*
463 * get_number(integer) returns the text-representation of the given number
464 * in a static buffer. The buffer might be overwritten at the next
465 * call to get_number().
466 * It is currently only used by the query_name() function.
467 */
468const char *
469get_number (int i)
470{
471 if (i <= 20)
472 return numbers[i];
473 else
474 {
475 static char buf[MAX_BUF];
476
477 sprintf (buf, "%d", i);
478 return buf;
479 }
480} 411}
481 412
482/* 413/*
483 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
484 * abilities 415 * abilities
490 */ 421 */
491 422
492/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 423/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
493 * from stats.sp - b.t. 424 * from stats.sp - b.t.
494 */ 425 */
495const char * 426static const char *
496ring_desc (const object *op) 427ring_desc (const object *op)
497{ 428{
498 static dynbuf_text buf; buf.clear (); 429 static dynbuf_text buf; buf.clear ();
499 int attr, val, len; 430 int attr, val, len;
500 431
534} 465}
535 466
536/* 467/*
537 * query_short_name(object) is similar to query_name, but doesn't 468 * query_short_name(object) is similar to query_name, but doesn't
538 * contain any information about object status (worn/cursed/etc.) 469 * contain any information about object status (worn/cursed/etc.)
470 *
471 * It is sometimes used when printing messages, so should fit well into a sentence.
539 */ 472 */
540const char * 473const char *
541query_short_name (const object *op) 474query_short_name (const object *op)
542{ 475{
543 if (op->name == 0) 476 if (!op->name)
544 return "(null)"; 477 return "(null)";
545 478
546 if (!op->nrof 479 if (!op->nrof
547 && !op->weight 480 && !op->weight
548 && !op->title 481 && !op->title
571 if (op->type != SPELLBOOK) 504 if (op->type != SPELLBOOK)
572 buf.printf (" (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
573 } 506 }
574 break; 507 break;
575 508
576 case ALTAR: 509 case ALTAR:
577 case TRIGGER_ALTAR: 510 case TRIGGER_ALTAR:
578 case IDENTIFY_ALTAR: 511 case IDENTIFY_ALTAR:
579 case CONVERTER: 512 case CONVERTER:
580 if (op->slaying == shstr_money) 513 if (op->slaying == shstr_money)
581 { 514 {
582 bool wrap = !!buf.size (); 515 bool wrap = !!buf.size ();
583 516
584 if (wrap) buf << " ["; 517 if (wrap) buf << " [";
585 518
586 archetype *coin = 0; 519 archetype *coin = 0;
587 520
588 for (char const *const *c = coins; *coins; ++c) 521 for (char const *const *c = coins; *coins; ++c)
589 if ((coin = archetype::find (*c))) 522 if ((coin = archetype::find (*c)))
590 if (op->stats.food % coin->value == 0) 523 if (op->stats.food % coin->value == 0)
591 break; 524 break;
592 525
593 sint32 coins = op->stats.food / coin->value; 526 sint32 coins = op->stats.food / coin->value;
594 527
595 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); 528 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
596 529
597 if (wrap) buf << ']'; 530 if (wrap) buf << ']';
598 } 531 }
599 break; 532 break;
600 533
601 case SKILL: 534 case SKILL:
602 case AMULET: 535 case AMULET:
603 case RING: 536 case RING:
604 if (!op->title) 537 if (!op->title)
627 * you can make several calls to query_name before the bufs start getting 560 * you can make several calls to query_name before the bufs start getting
628 * overwritten. This may be a bad thing (it may be easier to assume the value 561 * overwritten. This may be a bad thing (it may be easier to assume the value
629 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
630 * use several names much easier (don't need to store them to temp variables.) 563 * use several names much easier (don't need to store them to temp variables.)
631 * 564 *
565 * It is used extensively within messages, so should return only a prose
566 * and short description of the item.
567 * It is also used by examine/ex and similar functions.
632 */ 568 */
633const char * 569const char *
634query_name (const object *op) 570query_name (const object *op)
635{ 571{
636 int len = 0; 572 int len = 0;
641 use_buf %= 5; 577 use_buf %= 5;
642 578
643 dynbuf_text &buf = bufs [use_buf]; 579 dynbuf_text &buf = bufs [use_buf];
644 buf.clear (); 580 buf.clear ();
645 581
582#if 0
646 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
647 if (materialtype_t *mt = name_to_material (op->materialname))
648 buf << mt->description << ' '; 584 buf << op->material->description << ' ';
585#endif
649 586
650 buf << query_short_name (op); 587 buf << query_short_name (op);
651 588
652 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
653 buf << " *"; 590 buf << " *";
654 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
655 buf << " (open)"; 592 buf << " (open)";
656 593
657 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
658 { 595 {
659 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
673 */ 610 */
674 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 611 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
675 buf << " (magic)"; 612 buf << " (magic)";
676 613
677#if 0 614#if 0
678 /* item_power will be returned in desribe_item - it shouldn't really 615 /* item_power will be returned in describe_item - it shouldn't really
679 * be returned in the name. 616 * be returned in the name.
680 */ 617 */
681 if (op->item_power) 618 if (op->item_power)
682 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 619 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
683 620
689 { 626 {
690 case BOW: 627 case BOW:
691 case WAND: 628 case WAND:
692 case ROD: 629 case ROD:
693 case HORN: 630 case HORN:
694 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 631 buf << " (applied)";
695 break; 632 break;
696 case WEAPON: 633 case WEAPON:
697 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 634 buf << " (applied)";
698 break; 635 break;
699 case ARMOUR: 636 case ARMOUR:
700 case HELMET: 637 case HELMET:
701 case SHIELD: 638 case SHIELD:
702 case RING: 639 case RING:
715 default: 652 default:
716 buf << " (applied)"; 653 buf << " (applied)";
717 } 654 }
718 } 655 }
719 656
657 switch (op->type)
658 {
659 case LAMP:
660 if (op->glow_radius)
661 buf << " (on)";
662 else if (op->stats.food <= 0)
663 buf << " (empty)";
664 else
665 buf << " (off)";
666 break;
667
668 case TORCH:
669 if (op->glow_radius)
670 buf << " (burning)";
671 else if (op->stats.food <= 0)
672 buf << " (burned out)";
673 break;
674 }
675
720 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
721 buf << " (unpaid)"; 677 buf << " (unpaid)";
722 678
723 return buf; 679 return buf;
724} 680}
729 * of the given object. The buffer will be overwritten at the next 685 * of the given object. The buffer will be overwritten at the next
730 * call to query_base_name(). This is a lot like query_name, but we 686 * call to query_base_name(). This is a lot like query_name, but we
731 * don't include the item count or item status. Used for inventory sorting 687 * don't include the item count or item status. Used for inventory sorting
732 * and sending to client. 688 * and sending to client.
733 * If plural is set, we generate the plural name of this. 689 * If plural is set, we generate the plural name of this.
690 *
691 * It is sometimes used to display messages, and usually only used to match stuff,
692 * so maybe this function should be removed.
693 * It is also used for client-side inventory/item descriptions.
734 */ 694 */
735const char * 695const char *
736query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
737{ 697{
738 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
739 return "(null)"; 699 return "(null)";
740 700
741 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 701 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
702 && op->type != EXIT)
742 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
743 704
744 static dynbuf_text buf; buf.clear (); 705 static dynbuf_text buf; buf.clear ();
745 706
707#if 0
746 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
747 if (materialtype_t *mt = name_to_material (op->materialname))
748 if (op->arch->materialname != mt->name) 709 if (op->arch->material != op->material)
749 buf << mt->description << ' '; 710 buf << op->material->description << ' ';
711#endif
750 712
751 buf << (plural ? op->name_pl : op->name); 713 buf << (plural ? op->name_pl : op->name);
752 714
753 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
754 buf << ' ' << op->title; 716 buf << ' ' << op->title;
781 if (s && *s) 743 if (s && *s)
782 buf << ' ' << s; 744 buf << ' ' << s;
783 } 745 }
784 break; 746 break;
785 747
748 case EXIT:
749 // random map exits "unfortunately" get patched, so this only works before entering
750 if (EXIT_PATH (op) == shstr_random_map_exit)
751 buf << " (random map)";
752 else if (!EXIT_PATH (op))
753 buf << " (closed)";
754 break;
755
786 default: 756 default:
787 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 757 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
788 buf.printf (" %+d", op->magic); 758 buf.printf (" %+d", op->magic);
789 } 759 }
790 760
805 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
806 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
807 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
808 */ 778 */
809 if (op->has_active_speed ()) 779 if (op->has_active_speed ())
810 switch ((int) ((FABS (op->speed)) * 15)) 780 switch ((int)(op->speed * 15.))
811 { 781 {
812 case 0: 782 case 0:
813 buf << "(very slow movement"; 783 buf << "(very slow movement)";
814 break; 784 break;
815 case 1: 785 case 1:
816 buf << "(slow movement)"; 786 buf << "(slow movement)";
817 break; 787 break;
818 case 2: 788 case 2:
885 if (op->stats.luck) 855 if (op->stats.luck)
886 buf.printf ("(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
887 } 857 }
888 858
889 /* describe attacktypes */ 859 /* describe attacktypes */
890 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
891 { 861 {
892 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
893 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
894 * this makes it more readable. 864 * this makes it more readable.
895 */ 865 */
933 * wouldn't need to use the SEE_INVISIBLE flag to know it is 903 * wouldn't need to use the SEE_INVISIBLE flag to know it is
934 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
935 * a dwarven axe, in which the full abilities are only known to 905 * a dwarven axe, in which the full abilities are only known to
936 * dwarves, etc. 906 * dwarves, etc.
937 * 907 *
938 * This function is really much more complicated than it should
939 * be, because different objects have different meanings
940 * for the same field (eg, wands use 'food' for charges). This
941 * means these special cases need to be worked out.
942 *
943 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
944 * owner can be null if no one is being associated with this 909 * owner can be null if no one is being associated with this
945 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
946 */ 911 */
947const char * 912const char *
1005 buf << "well charged."; 970 buf << "well charged.";
1006 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1007 buf << "fully charged."; 972 buf << "fully charged.";
1008 else 973 else
1009 buf << "almost full."; 974 buf << "almost full.";
975 break;
976
977 case LAMP:
978 {
979 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
980 buf << "(fuel: ";
981 if (percent == 0)
982 buf << "empty";
983 else if (percent < 10)
984 buf << "very low";
985 else if (percent < 25)
986 buf << "low";
987 else if (percent < 50)
988 buf << "half empty";
989 else if (percent < 75)
990 buf << "half full";
991 else if (percent < 95)
992 buf << "well filled";
993 else if (percent <= 100)
994 buf << "full";
995 buf << ")";
996 }
1010 break; 997 break;
1011 998
1012 case FOOD: 999 case FOOD:
1013 case FLESH: 1000 case FLESH:
1014 case DRINK: 1001 case DRINK:
1170 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1171 1158
1172 if (op->slaying && op->type != FOOD) 1159 if (op->slaying && op->type != FOOD)
1173 buf.printf ("(slay %s)", &op->slaying); 1160 buf.printf ("(slay %s)", &op->slaying);
1174 1161
1162 if (op->type == SKILL_TOOL && op->skill)
1163 buf.printf ("(%s)", &op->skill);
1164
1175 buf.add_abilities ("Attacks", op->attacktype); 1165 buf.add_abilities ("Attacks", op->attacktype);
1176 /* resistance on flesh is only visible for quetzals. If 1166 /* resistance on flesh is only visible for quetzals. If
1177 * non flesh, everyone can see its resistances 1167 * non flesh, everyone can see its resistances
1178 */ 1168 */
1179 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1169 if (op->type != FLESH || (owner && owner->is_dragon ()))
1180 buf << describe_resistance (op, 0); 1170 buf << describe_resistance (op, 0);
1181 1171
1182 buf.add_paths ("Attuned", op->path_attuned); 1172 buf.add_paths ("Attuned", op->path_attuned);
1183 buf.add_paths ("Repelled", op->path_repelled); 1173 buf.add_paths ("Repelled", op->path_repelled);
1184 buf.add_paths ("Denied", op->path_denied); 1174 buf.add_paths ("Denied", op->path_denied);
1194} 1184}
1195 1185
1196void 1186void
1197examine (object *op, object *tmp) 1187examine (object *op, object *tmp)
1198{ 1188{
1199 std::string s = tmp->describe (op); 1189 std::string info = tmp->describe (op);
1200 1190
1201 new_draw_info (NDI_UNIQUE, 0, op, s.c_str ()); 1191 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1202} 1192}
1203 1193
1204/* 1194/*
1205 * inventory prints object's inventory. If inv==NULL then print player's 1195 * inventory prints object's inventory. If inv==NULL then print player's
1206 * inventory. 1196 * inventory.
1211{ 1201{
1212 static dynbuf_text buf; buf.clear (); 1202 static dynbuf_text buf; buf.clear ();
1213 1203
1214 for (object *tmp = inv; tmp; tmp = tmp->below) 1204 for (object *tmp = inv; tmp; tmp = tmp->below)
1215 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1205 if (who && QUERY_FLAG (who, FLAG_WIZ))
1216 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, query_name (tmp), tmp->count, query_weight (tmp)); 1206 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1217 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1218 buf.printf ("%s- %-36.36s %-8s\n", indent, query_name (tmp), query_weight (tmp)); 1208 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1219 1209
1220 if (buf.size ()) 1210 if (buf.size ())
1221 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1211 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1222 else 1212 else
1223 buf.printf ("%s(empty)\n", indent); 1213 buf.printf ("%s(empty)\n", indent);
1224 1214
1225 return buf; 1215 return buf;
1226} 1216}
1358 * Supposed to fix face-values as well here, but later. 1348 * Supposed to fix face-values as well here, but later.
1359 */ 1349 */
1360void 1350void
1361identify (object *op) 1351identify (object *op)
1362{ 1352{
1363 object *pl;
1364
1365 SET_FLAG (op, FLAG_IDENTIFIED); 1353 SET_FLAG (op, FLAG_IDENTIFIED);
1366 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); 1354 CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
1367 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT); 1355 CLEAR_FLAG (op, FLAG_NO_SKILL_IDENT);
1368 1356
1369 /* 1357 /*
1376 { 1364 {
1377 if (op->inv && op->randomitems) 1365 if (op->inv && op->randomitems)
1378 op->title = op->inv->name; 1366 op->title = op->inv->name;
1379 else if (op->arch) 1367 else if (op->arch)
1380 { 1368 {
1381 op->name = op->arch->object::name; 1369 op->name = op->arch->object::name;
1382 op->name_pl = op->arch->object::name_pl; 1370 op->name_pl = op->arch->object::name_pl;
1383 } 1371 }
1384 } 1372 }
1385 1373
1386 /* If the object is on a map, make sure we update its face */ 1374 /* If the object is on a map, make sure we update its face */
1387 if (op->map) 1375 if (op->map)
1388 update_object (op, UP_OBJ_CHANGE); 1376 update_object (op, UP_OBJ_CHANGE);
1389 else 1377
1390 { 1378 if (object *pl = op->visible_to ())
1391 pl = op->in_player ();
1392 if (pl)
1393 /* A lot of the values can change from an update - might as well send 1379 /* A lot of the values can change from an update - might as well send
1394 * it all. 1380 * it all.
1395 */ 1381 */
1396 esrv_send_item (pl, op); 1382 esrv_send_item (pl, op);
1397 }
1398} 1383}
1399 1384

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