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Comparing deliantra/server/common/item.C (file contents):
Revision 1.53 by root, Sun Jan 11 06:08:40 2009 UTC vs.
Revision 1.77 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 (©) 2005,2006,2007,2008,2009 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 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
318 289
319 enc += op->stats.luck; 290 enc += op->stats.luck;
320 291
321 /* Do spell paths now */ 292 /* Do spell paths now */
322 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
323 {
324 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
325 enc++; 295 enc++;
326 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
327 enc -= 2; 297 enc -= 2;
328 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
329 enc--; 299 enc--;
330 }
331 300
332 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
333 enc += 5; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)) 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
335 enc += 3; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
336 if (QUERY_FLAG (op, FLAG_REFL_MISSILE)) 305 if (op->flag [FLAG_STEALTH ]) enc += 1;
337 enc += 2; 306 if (op->flag [FLAG_SEE_IN_DARK ]) enc += 1;
338 if (QUERY_FLAG (op, FLAG_STEALTH)) 307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
339 enc += 1;
340 if (QUERY_FLAG (op, FLAG_XRAYS))
341 enc += 2;
342 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
343 enc += 1;
344 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
345 enc += 1;
346 308
347 return get_power_from_ench (enc); 309 return get_power_from_ench (enc);
348} 310}
349 311
350/* 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
351 * isn't one, returns NULL */ 313 * isn't one, returns NULL */
352const typedata * 314const typedata *
353get_typedata (int itemtype) 315get_typedata (int itemtype)
354{ 316{
355 int i;
356
357 for (i = 0; i < item_types_size; i++) 317 for (int i = 0; i < item_types_size; i++)
358 if (item_types[i].number == itemtype) 318 if (item_types[i].number == itemtype)
359 return &item_types[i]; 319 return &item_types[i];
360 320
361 return NULL; 321 return NULL;
362} 322}
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];
375 333
376 for (i = 0; i < item_types_size; i++) 334 for (int i = 0; i < item_types_size; i++)
377 if (!strcmp (item_types[i].name_pl, name)) 335 if (!strcmp (item_types[i].name_pl, name))
378 { 336 {
379 LOG (llevInfo, 337 LOG (llevInfo,
380 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name); 338 "get_typedata_by_name: I have been sent the plural %s, the singular form %s is prefered\n", name, item_types[i].name);
381 return &item_types[i]; 339 return &item_types[i];
382 } 340 }
383 341
384 return NULL; 342 return 0;
385} 343}
386 344
387/* describe_resistance generates the visible naming for resistances. 345/* describe_resistance generates the visible naming for resistances.
388 * returns a static array of the description. This can return 346 * returns a static array of the description. This can return
389 * a big buffer. 347 * a big buffer.
391 * 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
392 */ 350 */
393const char * 351const char *
394describe_resistance (const object *op, int newline) 352describe_resistance (const object *op, int newline)
395{ 353{
396 static char buf[VERY_BIG_BUF]; 354 static dynbuf_text buf; buf.clear ();
397 char buf1[VERY_BIG_BUF];
398 int tmpvar;
399 355
400 buf[0] = 0; 356 for (int i = 0; i < NROFATTACKS; i++)
401 for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++)
402 {
403 if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled (tmpvar) == 1)) 357 if (op->resist[i] && (op->type != FLESH || atnr_is_dragon_enabled (i) == 1))
404 { 358 buf.printf (newline ? "%s %d\n" : "(%s %+d)", resist_plus[i], op->resist[i]);
405 if (!newline)
406 sprintf (buf1, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]);
407 else
408 sprintf (buf1, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]);
409 359
410 strcat (buf, buf1);
411 }
412 }
413 return buf; 360 return buf;
414} 361}
415
416 362
417/* 363/*
418 * query_weight(object) returns a character pointer to a static buffer 364 * query_weight(object) returns a character pointer to a static buffer
419 * containing the text-representation of the weight of the given object. 365 * containing the text-representation of the weight of the given object.
420 * 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?
421 */ 369 */
422const char * 370const char *
423query_weight (const object *op) 371query_weight (const object *op)
424{ 372{
425 static char buf[10]; 373 static char buf[10];
451 return buf; 399 return buf;
452 } 400 }
453 401
454 if (i < 21) 402 if (i < 21)
455 return levelnumbers[i]; 403 return levelnumbers[i];
404
456 if (!(i % 10)) 405 if (!(i % 10))
457 return levelnumbers_10[i / 10]; 406 return levelnumbers_10[i / 10];
458 407
459 strcpy (buf, numbers_10[i / 10]); 408 strcpy (buf, numbers_10[i / 10]);
460 strcat (buf, levelnumbers[i % 10]); 409 strcat (buf, levelnumbers[i % 10]);
461 return buf; 410 return buf;
462}
463
464/*
465 * get_number(integer) returns the text-representation of the given number
466 * in a static buffer. The buffer might be overwritten at the next
467 * call to get_number().
468 * It is currently only used by the query_name() function.
469 */
470const char *
471get_number (int i)
472{
473 if (i <= 20)
474 return numbers[i];
475 else
476 {
477 static char buf[MAX_BUF];
478
479 sprintf (buf, "%d", i);
480 return buf;
481 }
482} 411}
483 412
484/* 413/*
485 * Returns pointer to static buffer containing ring's or amulet's 414 * Returns pointer to static buffer containing ring's or amulet's
486 * abilities 415 * abilities
492 */ 421 */
493 422
494/* 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
495 * from stats.sp - b.t. 424 * from stats.sp - b.t.
496 */ 425 */
497const char * 426static const char *
498ring_desc (const object *op) 427ring_desc (const object *op)
499{ 428{
500 static dynbuf_text buf; buf.clear (); 429 static dynbuf_text buf; buf.clear ();
501 int attr, val, len; 430 int attr, val, len;
502 431
536} 465}
537 466
538/* 467/*
539 * 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
540 * 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.
541 */ 472 */
542const char * 473const char *
543query_short_name (const object *op) 474query_short_name (const object *op)
544{ 475{
545 if (!op->name) 476 if (!op->name)
629 * 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
630 * 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
631 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
632 * use several names much easier (don't need to store them to temp variables.) 563 * use several names much easier (don't need to store them to temp variables.)
633 * 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.
634 */ 568 */
635const char * 569const char *
636query_name (const object *op) 570query_name (const object *op)
637{ 571{
638 int len = 0; 572 int len = 0;
643 use_buf %= 5; 577 use_buf %= 5;
644 578
645 dynbuf_text &buf = bufs [use_buf]; 579 dynbuf_text &buf = bufs [use_buf];
646 buf.clear (); 580 buf.clear ();
647 581
582#if 0
648 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
649 if (materialtype_t *mt = name_to_material (op->materialname))
650 buf << mt->description << ' '; 584 buf << op->material->description << ' ';
585#endif
651 586
652 buf << query_short_name (op); 587 buf << query_short_name (op);
653 588
654 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
655 buf << " *"; 590 buf << " *";
656 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 591 if (op->is_open_container ())
657 buf << " (open)"; 592 buf << " (open)";
658 593
659 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 594 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
660 { 595 {
661 if (QUERY_FLAG (op, FLAG_DAMNED)) 596 if (QUERY_FLAG (op, FLAG_DAMNED))
675 */ 610 */
676 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))
677 buf << " (magic)"; 612 buf << " (magic)";
678 613
679#if 0 614#if 0
680 /* 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
681 * be returned in the name. 616 * be returned in the name.
682 */ 617 */
683 if (op->item_power) 618 if (op->item_power)
684 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);
685 620
691 { 626 {
692 case BOW: 627 case BOW:
693 case WAND: 628 case WAND:
694 case ROD: 629 case ROD:
695 case HORN: 630 case HORN:
696 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 631 buf << " (applied)";
697 break; 632 break;
698 case WEAPON: 633 case WEAPON:
699 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 634 buf << " (applied)";
700 break; 635 break;
701 case ARMOUR: 636 case ARMOUR:
702 case HELMET: 637 case HELMET:
703 case SHIELD: 638 case SHIELD:
704 case RING: 639 case RING:
717 default: 652 default:
718 buf << " (applied)"; 653 buf << " (applied)";
719 } 654 }
720 } 655 }
721 656
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
722 if (QUERY_FLAG (op, FLAG_UNPAID)) 676 if (QUERY_FLAG (op, FLAG_UNPAID))
723 buf << " (unpaid)"; 677 buf << " (unpaid)";
724 678
725 return buf; 679 return buf;
726} 680}
731 * 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
732 * 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
733 * 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
734 * and sending to client. 688 * and sending to client.
735 * 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.
736 */ 694 */
737const char * 695const char *
738query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
739{ 697{
740 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
741 return "(null)"; 699 return "(null)";
742 700
743 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)
744 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
745 704
746 static dynbuf_text buf; buf.clear (); 705 static dynbuf_text buf; buf.clear ();
747 706
707#if 0
748 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
749 if (materialtype_t *mt = name_to_material (op->materialname))
750 if (op->arch->materialname != mt->name) 709 if (op->arch->material != op->material)
751 buf << mt->description << ' '; 710 buf << op->material->description << ' ';
711#endif
752 712
753 buf << (plural ? op->name_pl : op->name); 713 buf << (plural ? op->name_pl : op->name);
754 714
755 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
756 buf << ' ' << op->title; 716 buf << ' ' << op->title;
783 if (s && *s) 743 if (s && *s)
784 buf << ' ' << s; 744 buf << ' ' << s;
785 } 745 }
786 break; 746 break;
787 747
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
788 default: 756 default:
789 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)))
790 buf.printf (" %+d", op->magic); 758 buf.printf (" %+d", op->magic);
791 } 759 }
792 760
807 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
808 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
809 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
810 */ 778 */
811 if (op->has_active_speed ()) 779 if (op->has_active_speed ())
812 switch ((int) ((FABS (op->speed)) * 15)) 780 switch ((int)(op->speed * 15.))
813 { 781 {
814 case 0: 782 case 0:
815 buf << "(very slow movement)"; 783 buf << "(very slow movement)";
816 break; 784 break;
817 case 1: 785 case 1:
887 if (op->stats.luck) 855 if (op->stats.luck)
888 buf.printf ("(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
889 } 857 }
890 858
891 /* describe attacktypes */ 859 /* describe attacktypes */
892 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
893 { 861 {
894 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
895 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
896 * this makes it more readable. 864 * this makes it more readable.
897 */ 865 */
935 * 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
936 * a dragon player examining food. Could have things like 904 * a dragon player examining food. Could have things like
937 * 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
938 * dwarves, etc. 906 * dwarves, etc.
939 * 907 *
940 * This function is really much more complicated than it should
941 * be, because different objects have different meanings
942 * for the same field (eg, wands use 'food' for charges). This
943 * means these special cases need to be worked out.
944 *
945 * Add 'owner' who is the person examining this object. 908 * Add 'owner' who is the person examining this object.
946 * 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
947 * item (eg, debug dump or the like) 910 * item (eg, debug dump or the like)
948 */ 911 */
949const char * 912const char *
1007 buf << "well charged."; 970 buf << "well charged.";
1008 else if (op->stats.sp == op->stats.maxsp) 971 else if (op->stats.sp == op->stats.maxsp)
1009 buf << "fully charged."; 972 buf << "fully charged.";
1010 else 973 else
1011 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 }
1012 break; 997 break;
1013 998
1014 case FOOD: 999 case FOOD:
1015 case FLESH: 1000 case FLESH:
1016 case DRINK: 1001 case DRINK:
1172 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1157 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1173 1158
1174 if (op->slaying && op->type != FOOD) 1159 if (op->slaying && op->type != FOOD)
1175 buf.printf ("(slay %s)", &op->slaying); 1160 buf.printf ("(slay %s)", &op->slaying);
1176 1161
1162 if (op->type == SKILL_TOOL && op->skill)
1163 buf.printf ("(%s)", &op->skill);
1164
1177 buf.add_abilities ("Attacks", op->attacktype); 1165 buf.add_abilities ("Attacks", op->attacktype);
1178 /* resistance on flesh is only visible for quetzals. If 1166 /* resistance on flesh is only visible for quetzals. If
1179 * non flesh, everyone can see its resistances 1167 * non flesh, everyone can see its resistances
1180 */ 1168 */
1181 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1169 if (op->type != FLESH || (owner && owner->is_dragon ()))
1182 buf << describe_resistance (op, 0); 1170 buf << describe_resistance (op, 0);
1183 1171
1184 buf.add_paths ("Attuned", op->path_attuned); 1172 buf.add_paths ("Attuned", op->path_attuned);
1185 buf.add_paths ("Repelled", op->path_repelled); 1173 buf.add_paths ("Repelled", op->path_repelled);
1186 buf.add_paths ("Denied", op->path_denied); 1174 buf.add_paths ("Denied", op->path_denied);
1197 1185
1198void 1186void
1199examine (object *op, object *tmp) 1187examine (object *op, object *tmp)
1200{ 1188{
1201 std::string info = tmp->describe (op); 1189 std::string info = tmp->describe (op);
1190
1202 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1191 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1203} 1192}
1204 1193
1205/* 1194/*
1206 * 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
1212{ 1201{
1213 static dynbuf_text buf; buf.clear (); 1202 static dynbuf_text buf; buf.clear ();
1214 1203
1215 for (object *tmp = inv; tmp; tmp = tmp->below) 1204 for (object *tmp = inv; tmp; tmp = tmp->below)
1216 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1205 if (who && QUERY_FLAG (who, FLAG_WIZ))
1217 buf.printf ("%s- %-28.28s (%5d) %-8s\n", indent, tmp->query_name (), tmp->count, tmp->query_weight ()); 1206 buf.printf ("%s- %-28.28s %-8s (%9d) %s\n", indent, tmp->query_name (), tmp->query_weight (), tmp->count, tmp->uuid.c_str ());
1218 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1219 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ()); 1208 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1220 1209
1221 if (buf.size ()) 1210 if (buf.size ())
1222 buf.printf ("%s(total weight: %s)\n", indent, query_weight ()); 1211 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());

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