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Comparing deliantra/server/common/item.C (file contents):
Revision 1.49 by root, Fri Apr 25 11:40:34 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 (©) 2005,2006,2007,2008 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>
46 * 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
47 * may be better. 48 * may be better.
48 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
49 * "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
50 */ 51 */
52// see include/object.h
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {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"},
53 {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"},
54 {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"},
55 {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"},
62 {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"},
63 {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"},
64 {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"},
65 {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"},
66/*{"body_dragon_torso", "your body", "a dragon's body"} */ 68/*{"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}; 69};
74 70
75static char numbers_10[10][20] = { 71static char numbers_10[10][20] = {
76 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
77 "eighty", "ninety" 73 "eighty", "ninety"
169 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
170 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
171 {SPINNER, "spinner", "spinners", 0, 0}, 167 {SPINNER, "spinner", "spinners", 0, 0},
172 {GATE, "gate", "gates", 0, 0}, 168 {GATE, "gate", "gates", 0, 0},
173 {BUTTON, "button", "buttons", 0, 0}, 169 {BUTTON, "button", "buttons", 0, 0},
174 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 170 {T_HANDLE, "cf handle", "cf handles", 0, 0},
175 {HOLE, "hole", "holes", 0, 0}, 171 {HOLE, "hole", "holes", 0, 0},
176 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0}, 172 {TRAPDOOR, "trapdoor", "trapdoors", 0, 0},
177 {SIGN, "sign", "signs", 0, 0}, 173 {SIGN, "sign", "signs", 0, 0},
178 {BOOTS, "boots", "boots", SK_SMITHERY, 0}, 174 {BOOTS, "boots", "boots", SK_SMITHERY, 0},
179 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0}, 175 {GLOVES, "gloves", "gloves", SK_SMITHERY, 0},
206 {BUILDER, "item builder", "item builders", 0, 0}, 202 {BUILDER, "item builder", "item builders", 0, 0},
207 {MATERIAL, "building material", "building materials", 0, 0}, 203 {MATERIAL, "building material", "building materials", 0, 0},
208 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
209}; 205};
210 206
211const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static 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*/
237 208
238/* 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
239 * 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
240 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
241 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
252}; 223};
253 224
254int 225int
255get_power_from_ench (int ench) 226get_power_from_ench (int ench)
256{ 227{
257 if (ench < 0) ench = 0;
258 if (ench > 20) ench = 20;
259
260 return enc_to_item_power[ench]; 228 return enc_to_item_power [clamp (ench, 0, 20)];
261} 229}
262 230
263/* 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
264 * 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
265 * generation code, and when loading legacy objects. It returns 233 * generation code, and when loading legacy objects. It returns
321 289
322 enc += op->stats.luck; 290 enc += op->stats.luck;
323 291
324 /* Do spell paths now */ 292 /* Do spell paths now */
325 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
326 {
327 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
328 enc++; 295 enc++;
329 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
330 enc -= 2; 297 enc -= 2;
331 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
332 enc--; 299 enc--;
333 }
334 300
335 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
336 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
337 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
338 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
339 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
340 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
341 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
342 enc += 1;
343 if (QUERY_FLAG (op, FLAG_XRAYS))
344 enc += 2;
345 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
346 enc += 1;
347 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
348 enc += 1;
349 308
350 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
351} 310}
352 311
353/* 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
354 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
355const typedata * 314const typedata *
356get_typedata (int itemtype) 315get_typedata (int itemtype)
357{ 316{
358 int i;
359
360 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
361 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
362 return &item_types[i]; 319 return &item_types[i];
363 320
364 return NULL; 321 return NULL;
365} 322}
368 * 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
369 * one return NULL */ 326 * one return NULL */
370const typedata * 327const typedata *
371get_typedata_by_name (const char *name) 328get_typedata_by_name (const char *name)
372{ 329{
373 int i;
374
375 for (i = 0; i < item_types_size; i++) 330 for (int i = 0; i < item_types_size; i++)
376 if (!strcmp (item_types[i].name, name)) 331 if (!strcmp (item_types[i].name, name))
377 return &item_types[i]; 332 return &item_types[i];
378 333
379 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
380 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
381 { 336 {
382 LOG (llevInfo, 337 LOG (llevInfo,
383 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\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);
384 return &item_types[i]; 339 return &item_types[i];
385 } 340 }
386 341
387 return NULL; 342 return 0;
388} 343}
389 344
390/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
391 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
392 * a big buffer. 347 * a big buffer.
394 * 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
395 */ 350 */
396const char * 351const char *
397describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
398{ 353{
399 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
400 char buf1[VERY_BIG_BUF];
401 int tmpvar;
402 355
403 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
404 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
405 {
406 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))
407 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
408 if (!newline)
409 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
410 else
411 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
412 359
413 strcat (buf, buf1);
414 }
415 }
416 return buf; 360 return buf;
417} 361}
418
419 362
420/* 363/*
421 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
422 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
423 * 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?
424 */ 369 */
425const char * 370const char *
426query_weight (const object *op) 371query_weight (const object *op)
427{ 372{
428 static char buf[10]; 373 static char buf[10];
454 return buf; 399 return buf;
455 } 400 }
456 401
457 if (i < 21) 402 if (i < 21)
458 return levelnumbers[i]; 403 return levelnumbers[i];
404
459 if (!(i % 10)) 405 if (!(i % 10))
460 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
461 407
462 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
464 return buf; 410 return buf;
465}
466
467/*
468 * get_number(integer) returns the text-representation of the given number
469 * in a static buffer. The buffer might be overwritten at the next
470 * call to get_number().
471 * It is currently only used by the query_name() function.
472 */
473const char *
474get_number (int i)
475{
476 if (i <= 20)
477 return numbers[i];
478 else
479 {
480 static char buf[MAX_BUF];
481
482 sprintf (buf, "%d", i);
483 return buf;
484 }
485} 411}
486 412
487/* 413/*
488 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
489 * abilities 415 * abilities
495 */ 421 */
496 422
497/* 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
498 * from stats.sp - b.t. 424 * from stats.sp - b.t.
499 */ 425 */
500const char * 426static const char *
501ring_desc (const object *op) 427ring_desc (const object *op)
502{ 428{
503 static dynbuf_text buf; buf.clear (); 429 static dynbuf_text buf; buf.clear ();
504 int attr, val, len; 430 int attr, val, len;
505 431
539} 465}
540 466
541/* 467/*
542 * 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
543 * 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.
544 */ 472 */
545const char * 473const char *
546query_short_name (const object *op) 474query_short_name (const object *op)
547{ 475{
548 if (op->name == 0) 476 if (!op->name)
549 return "(null)"; 477 return "(null)";
550 478
551 if (!op->nrof 479 if (!op->nrof
552 && !op->weight 480 && !op->weight
553 && !op->title 481 && !op->title
576 if (op->type != SPELLBOOK) 504 if (op->type != SPELLBOOK)
577 buf.printf (" (lvl %d)", op->level); 505 buf.printf (" (lvl %d)", op->level);
578 } 506 }
579 break; 507 break;
580 508
581 case ALTAR: 509 case ALTAR:
582 case TRIGGER_ALTAR: 510 case TRIGGER_ALTAR:
583 case IDENTIFY_ALTAR: 511 case IDENTIFY_ALTAR:
584 case CONVERTER: 512 case CONVERTER:
585 if (op->slaying == shstr_money) 513 if (op->slaying == shstr_money)
586 { 514 {
587 bool wrap = !!buf.size (); 515 bool wrap = !!buf.size ();
588 516
589 if (wrap) buf << " ["; 517 if (wrap) buf << " [";
590 518
591 archetype *coin = 0; 519 archetype *coin = 0;
592 520
593 for (char const *const *c = coins; *coins; ++c) 521 for (char const *const *c = coins; *coins; ++c)
594 if ((coin = archetype::find (*c))) 522 if ((coin = archetype::find (*c)))
595 if (op->stats.food % coin->value == 0) 523 if (op->stats.food % coin->value == 0)
596 break; 524 break;
597 525
598 sint32 coins = op->stats.food / coin->value; 526 sint32 coins = op->stats.food / coin->value;
599 527
600 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);
601 529
602 if (wrap) buf << ']'; 530 if (wrap) buf << ']';
603 } 531 }
604 break; 532 break;
605 533
606 case SKILL: 534 case SKILL:
607 case AMULET: 535 case AMULET:
608 case RING: 536 case RING:
609 if (!op->title) 537 if (!op->title)
632 * 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
633 * 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
634 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
635 * 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.)
636 * 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.
637 */ 568 */
638const char * 569const char *
639query_name (const object *op) 570query_name (const object *op)
640{ 571{
641 int len = 0; 572 int len = 0;
646 use_buf %= 5; 577 use_buf %= 5;
647 578
648 dynbuf_text &buf = bufs [use_buf]; 579 dynbuf_text &buf = bufs [use_buf];
649 buf.clear (); 580 buf.clear ();
650 581
582#if 0
651 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
652 if (materialtype_t *mt = name_to_material (op->materialname))
653 buf << mt->description << ' '; 584 buf << op->material->description << ' ';
585#endif
654 586
655 buf << query_short_name (op); 587 buf << query_short_name (op);
656 588
657 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
658 buf << " *"; 590 buf << " *";
659 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
660 buf << " (open)"; 592 buf << " (open)";
661 593
662 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
663 { 595 {
664 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
678 */ 610 */
679 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))
680 buf << " (magic)"; 612 buf << " (magic)";
681 613
682#if 0 614#if 0
683 /* 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
684 * be returned in the name. 616 * be returned in the name.
685 */ 617 */
686 if (op->item_power) 618 if (op->item_power)
687 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);
688 620
694 { 626 {
695 case BOW: 627 case BOW:
696 case WAND: 628 case WAND:
697 case ROD: 629 case ROD:
698 case HORN: 630 case HORN:
699 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 631 buf << " (applied)";
700 break; 632 break;
701 case WEAPON: 633 case WEAPON:
702 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 634 buf << " (applied)";
703 break; 635 break;
704 case ARMOUR: 636 case ARMOUR:
705 case HELMET: 637 case HELMET:
706 case SHIELD: 638 case SHIELD:
707 case RING: 639 case RING:
720 default: 652 default:
721 buf << " (applied)"; 653 buf << " (applied)";
722 } 654 }
723 } 655 }
724 656
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
725 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
726 buf << " (unpaid)"; 677 buf << " (unpaid)";
727 678
728 return buf; 679 return buf;
729} 680}
734 * 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
735 * 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
736 * 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
737 * and sending to client. 688 * and sending to client.
738 * 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.
739 */ 694 */
740const char * 695const char *
741query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
742{ 697{
743 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
744 return "(null)"; 699 return "(null)";
745 700
746 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)
747 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
748 704
749 static dynbuf_text buf; buf.clear (); 705 static dynbuf_text buf; buf.clear ();
750 706
707#if 0
751 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
752 if (materialtype_t *mt = name_to_material (op->materialname))
753 if (op->arch->materialname != mt->name) 709 if (op->arch->material != op->material)
754 buf << mt->description << ' '; 710 buf << op->material->description << ' ';
711#endif
755 712
756 buf << (plural ? op->name_pl : op->name); 713 buf << (plural ? op->name_pl : op->name);
757 714
758 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
759 buf << ' ' << op->title; 716 buf << ' ' << op->title;
786 if (s && *s) 743 if (s && *s)
787 buf << ' ' << s; 744 buf << ' ' << s;
788 } 745 }
789 break; 746 break;
790 747
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
791 default: 756 default:
792 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)))
793 buf.printf (" %+d", op->magic); 758 buf.printf (" %+d", op->magic);
794 } 759 }
795 760
810 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
811 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
812 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
813 */ 778 */
814 if (op->has_active_speed ()) 779 if (op->has_active_speed ())
815 switch ((int) ((FABS (op->speed)) * 15)) 780 switch ((int)(op->speed * 15.))
816 { 781 {
817 case 0: 782 case 0:
818 buf << "(very slow movement"; 783 buf << "(very slow movement)";
819 break; 784 break;
820 case 1: 785 case 1:
821 buf << "(slow movement)"; 786 buf << "(slow movement)";
822 break; 787 break;
823 case 2: 788 case 2:
890 if (op->stats.luck) 855 if (op->stats.luck)
891 buf.printf ("(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
892 } 857 }
893 858
894 /* describe attacktypes */ 859 /* describe attacktypes */
895 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
896 { 861 {
897 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
898 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
899 * this makes it more readable. 864 * this makes it more readable.
900 */ 865 */
938 * 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
939 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
940 * 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
941 * dwarves, etc. 906 * dwarves, etc.
942 * 907 *
943 * This function is really much more complicated than it should
944 * be, because different objects have different meanings
945 * for the same field (eg, wands use 'food' for charges). This
946 * means these special cases need to be worked out.
947 *
948 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
949 * 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
950 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
951 */ 911 */
952const char * 912const char *
1010 buf << "well charged."; 970 buf << "well charged.";
1011 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1012 buf << "fully charged."; 972 buf << "fully charged.";
1013 else 973 else
1014 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 }
1015 break; 997 break;
1016 998
1017 case FOOD: 999 case FOOD:
1018 case FLESH: 1000 case FLESH:
1019 case DRINK: 1001 case DRINK:
1175 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1176 1158
1177 if (op->slaying && op->type != FOOD) 1159 if (op->slaying && op->type != FOOD)
1178 buf.printf ("(slay %s)", &op->slaying); 1160 buf.printf ("(slay %s)", &op->slaying);
1179 1161
1162 if (op->type == SKILL_TOOL && op->skill)
1163 buf.printf ("(%s)", &op->skill);
1164
1180 buf.add_abilities ("Attacks", op->attacktype); 1165 buf.add_abilities ("Attacks", op->attacktype);
1181 /* resistance on flesh is only visible for quetzals. If 1166 /* resistance on flesh is only visible for quetzals. If
1182 * non flesh, everyone can see its resistances 1167 * non flesh, everyone can see its resistances
1183 */ 1168 */
1184 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1169 if (op->type != FLESH || (owner && owner->is_dragon ()))
1185 buf << describe_resistance (op, 0); 1170 buf << describe_resistance (op, 0);
1186 1171
1187 buf.add_paths ("Attuned", op->path_attuned); 1172 buf.add_paths ("Attuned", op->path_attuned);
1188 buf.add_paths ("Repelled", op->path_repelled); 1173 buf.add_paths ("Repelled", op->path_repelled);
1189 buf.add_paths ("Denied", op->path_denied); 1174 buf.add_paths ("Denied", op->path_denied);
1200 1185
1201void 1186void
1202examine (object *op, object *tmp) 1187examine (object *op, object *tmp)
1203{ 1188{
1204 std::string info = tmp->describe (op); 1189 std::string info = tmp->describe (op);
1190
1205 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1191 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1206} 1192}
1207 1193
1208/* 1194/*
1209 * 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
1215{ 1201{
1216 static dynbuf_text buf; buf.clear (); 1202 static dynbuf_text buf; buf.clear ();
1217 1203
1218 for (object *tmp = inv; tmp; tmp = tmp->below) 1204 for (object *tmp = inv; tmp; tmp = tmp->below)
1219 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1205 if (who && QUERY_FLAG (who, FLAG_WIZ))
1220 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 ());
1221 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1222 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 ());
1223 1209
1224 if (buf.size ()) 1210 if (buf.size ())
1225 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1211 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1226 else 1212 else
1227 buf.printf ("%s(empty)\n", indent); 1213 buf.printf ("%s(empty)\n", indent);
1228 1214
1229 return buf; 1215 return buf;
1230} 1216}
1386 } 1372 }
1387 1373
1388 /* 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 */
1389 if (op->map) 1375 if (op->map)
1390 update_object (op, UP_OBJ_CHANGE); 1376 update_object (op, UP_OBJ_CHANGE);
1377
1391 else if (object *pl = op->visible_to ()) 1378 if (object *pl = op->visible_to ())
1392 /* 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
1393 * it all. 1380 * it all.
1394 */ 1381 */
1395 esrv_send_item (pl, op); 1382 esrv_send_item (pl, op);
1396} 1383}

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