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Comparing deliantra/server/common/item.C (file contents):
Revision 1.65 by root, Sat Nov 7 18:30:05 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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"},
203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
204}; 205};
205 206
206static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 207static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
207 208
208materialtype_t *materialt;
209
210/*
211materialtype material[NROFMATERIALS] = {
212 * P M F E C C A D W G P S P T F C D D C C G H B I *
213 * H A I L O O C R E H O L A U E A E E H O O O L N *
214 * Y G R E L N I A A O I O R R A N P A A U D L I T *
215 * S I E C D F D I P S S W A N R C L T O N Y N R *
216 * I C T U N O T O L E E H S T P D N *
217 {"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}},
218 {"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}},
219 {"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}},
220 {"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}},
221 {"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}},
222 {"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}},
223 {"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}},
224 {"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}},
225 {"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}},
226 {"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}},
227 {"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}},
228 {"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}},
229 {"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}}
230};
231*/
232
233/* 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
234 * 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
235 * wear whatever they want with no worries. Perhaps having the steep 211 * wear whatever they want with no worries. Perhaps having the steep
236 * curve is good (maybe even steeper), but allowing players to 212 * curve is good (maybe even steeper), but allowing players to
237 * have 2 * level instead. Ideally, top level characters should only be 213 * have 2 * level instead. Ideally, top level characters should only be
313 289
314 enc += op->stats.luck; 290 enc += op->stats.luck;
315 291
316 /* Do spell paths now */ 292 /* Do spell paths now */
317 for (i = 1; i < NRSPELLPATHS; i++) 293 for (i = 1; i < NRSPELLPATHS; i++)
318 {
319 if (op->path_attuned & (1 << i)) 294 if (op->path_attuned & (1 << i))
320 enc++; 295 enc++;
321 else if (op->path_denied & (1 << i)) 296 else if (op->path_denied & (1 << i))
322 enc -= 2; 297 enc -= 2;
323 else if (op->path_repelled & (1 << i)) 298 else if (op->path_repelled & (1 << i))
324 enc--; 299 enc--;
325 }
326 300
327 if (op->flag [FLAG_LIFESAVE ]) enc += 5; 301 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
328 if (op->flag [FLAG_REFL_SPELL ]) enc += 3; 302 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
329 if (op->flag [FLAG_REFL_MISSILE]) enc += 2; 303 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
330 if (op->flag [FLAG_XRAYS ]) enc += 2; 304 if (op->flag [FLAG_XRAYS ]) enc += 2;
588 * returned is good forever.) However, it makes printing statements that 562 * returned is good forever.) However, it makes printing statements that
589 * 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.)
590 * 564 *
591 * It is used extensively within messages, so should return only a prose 565 * It is used extensively within messages, so should return only a prose
592 * and short description of the item. 566 * and short description of the item.
567 * It is also used by examine/ex and similar functions.
593 */ 568 */
594const char * 569const char *
595query_name (const object *op) 570query_name (const object *op)
596{ 571{
597 int len = 0; 572 int len = 0;
602 use_buf %= 5; 577 use_buf %= 5;
603 578
604 dynbuf_text &buf = bufs [use_buf]; 579 dynbuf_text &buf = bufs [use_buf];
605 buf.clear (); 580 buf.clear ();
606 581
582#if 0
607 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 583 if ((op->is_armor () || op->is_weapon ()) && op->material)
608 if (materialtype_t *mt = name_to_material (op->materialname))
609 buf << mt->description << ' '; 584 buf << op->material->description << ' ';
585#endif
610 586
611 buf << query_short_name (op); 587 buf << query_short_name (op);
612 588
613 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 589 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
614 buf << " *"; 590 buf << " *";
650 { 626 {
651 case BOW: 627 case BOW:
652 case WAND: 628 case WAND:
653 case ROD: 629 case ROD:
654 case HORN: 630 case HORN:
655 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 631 buf << " (applied)";
656 break; 632 break;
657 case WEAPON: 633 case WEAPON:
658 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 634 buf << " (applied)";
659 break; 635 break;
660 case ARMOUR: 636 case ARMOUR:
661 case HELMET: 637 case HELMET:
662 case SHIELD: 638 case SHIELD:
663 case RING: 639 case RING:
712 * and sending to client. 688 * and sending to client.
713 * If plural is set, we generate the plural name of this. 689 * If plural is set, we generate the plural name of this.
714 * 690 *
715 * It is sometimes used to display messages, and usually only used to match stuff, 691 * It is sometimes used to display messages, and usually only used to match stuff,
716 * so maybe this function should be removed. 692 * so maybe this function should be removed.
693 * It is also used for client-side inventory/item descriptions.
717 */ 694 */
718const char * 695const char *
719query_base_name (const object *op, int plural) 696query_base_name (const object *op, int plural)
720{ 697{
721 if ((!plural && !op->name) || (plural && !op->name_pl)) 698 if ((!plural && !op->name) || (plural && !op->name_pl))
722 return "(null)"; 699 return "(null)";
723 700
724 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)
725 return op->name; /* To speed things up (or make things slower?) */ 703 return op->name; /* To speed things up (or make things slower?) */
726 704
727 static dynbuf_text buf; buf.clear (); 705 static dynbuf_text buf; buf.clear ();
728 706
707#if 0
729 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 708 if ((op->is_armor () || op->is_weapon ()) && op->material)
730 if (materialtype_t *mt = name_to_material (op->materialname))
731 if (op->arch->materialname != mt->name) 709 if (op->arch->material != op->material)
732 buf << mt->description << ' '; 710 buf << op->material->description << ' ';
711#endif
733 712
734 buf << (plural ? op->name_pl : op->name); 713 buf << (plural ? op->name_pl : op->name);
735 714
736 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 715 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
737 buf << ' ' << op->title; 716 buf << ' ' << op->title;
764 if (s && *s) 743 if (s && *s)
765 buf << ' ' << s; 744 buf << ' ' << s;
766 } 745 }
767 break; 746 break;
768 747
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
769 default: 756 default:
770 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)))
771 buf.printf (" %+d", op->magic); 758 buf.printf (" %+d", op->magic);
772 } 759 }
773 760
788 /* Note that the resolution this provides for players really isn't 775 /* Note that the resolution this provides for players really isn't
789 * very good. Any player with a speed greater than .67 will 776 * very good. Any player with a speed greater than .67 will
790 * fall into the 'lightning fast movement' category. 777 * fall into the 'lightning fast movement' category.
791 */ 778 */
792 if (op->has_active_speed ()) 779 if (op->has_active_speed ())
793 switch ((int)((fabs (op->speed)) * 15.)) 780 switch ((int)(op->speed * 15.))
794 { 781 {
795 case 0: 782 case 0:
796 buf << "(very slow movement)"; 783 buf << "(very slow movement)";
797 break; 784 break;
798 case 1: 785 case 1:
868 if (op->stats.luck) 855 if (op->stats.luck)
869 buf.printf ("(luck%+d)", op->stats.luck); 856 buf.printf ("(luck%+d)", op->stats.luck);
870 } 857 }
871 858
872 /* describe attacktypes */ 859 /* describe attacktypes */
873 if (is_dragon_pl (op)) 860 if (op->is_dragon ())
874 { 861 {
875 /* for dragon players display the attacktypes from clawing skill 862 /* for dragon players display the attacktypes from clawing skill
876 * Break apart the for loop - move the comparison checking down - 863 * Break apart the for loop - move the comparison checking down -
877 * this makes it more readable. 864 * this makes it more readable.
878 */ 865 */
1177 1164
1178 buf.add_abilities ("Attacks", op->attacktype); 1165 buf.add_abilities ("Attacks", op->attacktype);
1179 /* resistance on flesh is only visible for quetzals. If 1166 /* resistance on flesh is only visible for quetzals. If
1180 * non flesh, everyone can see its resistances 1167 * non flesh, everyone can see its resistances
1181 */ 1168 */
1182 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1169 if (op->type != FLESH || (owner && owner->is_dragon ()))
1183 buf << describe_resistance (op, 0); 1170 buf << describe_resistance (op, 0);
1184 1171
1185 buf.add_paths ("Attuned", op->path_attuned); 1172 buf.add_paths ("Attuned", op->path_attuned);
1186 buf.add_paths ("Repelled", op->path_repelled); 1173 buf.add_paths ("Repelled", op->path_repelled);
1187 buf.add_paths ("Denied", op->path_denied); 1174 buf.add_paths ("Denied", op->path_denied);
1214{ 1201{
1215 static dynbuf_text buf; buf.clear (); 1202 static dynbuf_text buf; buf.clear ();
1216 1203
1217 for (object *tmp = inv; tmp; tmp = tmp->below) 1204 for (object *tmp = inv; tmp; tmp = tmp->below)
1218 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1205 if (who && QUERY_FLAG (who, FLAG_WIZ))
1219 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 ());
1220 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) 1207 else if (!tmp->invisible && (type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED)))
1221 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 ());
1222 1209
1223 if (buf.size ()) 1210 if (buf.size ())
1224 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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