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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 1.82 by root, Tue Apr 6 04:24:29 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"},
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}; 69};
68 70
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};
74
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"
78}; 74};
79 75
80static char levelnumbers[21][20] = { 76static char ordnumbers[21][20] = {
81 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", 77 "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh",
82 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", 78 "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth",
83 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteen", 79 "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth",
84 "nineteen", "twentieth" 80 "nineteenth", "twentieth"
85}; 81};
86 82
87static char levelnumbers_10[11][20] = { 83static char ordnumbers_10[11][20] = {
88 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", 84 "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth",
89 "seventieth", "eightieth", "ninetieth" 85 "seventieth", "eightieth", "ninetieth"
90}; 86};
91 87
92/* The following is a large table of item types, the fields are: 88/* The following is a large table of item types, the fields are:
155 {EXIT, "exit", "exits", 0, 0}, 151 {EXIT, "exit", "exits", 0, 0},
156 {ENCOUNTER, "encounter", "encounters", 0, 0}, 152 {ENCOUNTER, "encounter", "encounters", 0, 0},
157 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0}, 153 {SHOP_FLOOR, "shop floor", "shop floors", 0, 0},
158 {SHOP_MAT, "shop mat", "shop mats", 0, 0}, 154 {SHOP_MAT, "shop mat", "shop mats", 0, 0},
159 {RING, "ring", "rings", SK_JEWELER, 0}, 155 {RING, "ring", "rings", SK_JEWELER, 0},
160 {FLOOR, "floor", "floors", 0, 0}, 156// {FLOOR, "floor", "floors", 0, 0},
161 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 157 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
162 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
163 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
164 {LIGHTER, "lighter", "lighters", 0, 0}, 160 {LIGHTER, "lighter", "lighters", 0, 0},
165 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
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];
442/* 387/*
443 * Returns the pointer to a static buffer containing 388 * Returns the pointer to a static buffer containing
444 * the number requested (of the form first, second, third...) 389 * the number requested (of the form first, second, third...)
445 */ 390 */
446const char * 391const char *
447get_levelnumber (int i) 392ordinal (int i)
448{ 393{
449 static char buf[MAX_BUF]; 394 if (i < 0)
450 395 return format ("minus %s", ordinal (-i));
451 if (i > 99)
452 {
453 sprintf (buf, "%d.", i);
454 return buf;
455 }
456 396
457 if (i < 21) 397 if (i < 21)
458 return levelnumbers[i];
459 if (!(i % 10))
460 return levelnumbers_10[i / 10];
461
462 strcpy (buf, numbers_10[i / 10]);
463 strcat (buf, levelnumbers[i % 10]);
464 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]; 398 return ordnumbers[i];
399
400 int digit = i % 10;
401
402 if (i >= 100)
403 return format (
404 digit == 1 ? "%dst"
405 : digit == 2 ? "%dnd"
406 : digit == 3 ? "%drd"
407 : "%dth",
408 i
409 );
410
411 if (digit == 0)
412 return ordnumbers_10[i / 10];
478 else 413 else
479 { 414 return format ("%s%s", numbers_10[i / 10], ordnumbers[i % 10]);
480 static char buf[MAX_BUF];
481
482 sprintf (buf, "%d", i);
483 return buf;
484 }
485} 415}
486 416
487/* 417/*
488 * Returns pointer to static buffer containing ring's or amulet's 418 * Returns pointer to static buffer containing ring's or amulet's
489 * abilities 419 * abilities
495 */ 425 */
496 426
497/* Aug 95 modified this slightly so that Skill tools don't have magic bonus 427/* Aug 95 modified this slightly so that Skill tools don't have magic bonus
498 * from stats.sp - b.t. 428 * from stats.sp - b.t.
499 */ 429 */
500const char * 430static const char *
501ring_desc (const object *op) 431ring_desc (const object *op)
502{ 432{
503 static dynbuf_text buf; buf.clear (); 433 static dynbuf_text buf; buf.clear ();
504 int attr, val, len; 434 int attr, val, len;
505 435
539} 469}
540 470
541/* 471/*
542 * query_short_name(object) is similar to query_name, but doesn't 472 * query_short_name(object) is similar to query_name, but doesn't
543 * contain any information about object status (worn/cursed/etc.) 473 * contain any information about object status (worn/cursed/etc.)
474 *
475 * It is sometimes used when printing messages, so should fit well into a sentence.
544 */ 476 */
545const char * 477const char *
546query_short_name (const object *op) 478query_short_name (const object *op)
547{ 479{
548 if (op->name == 0) 480 if (!op->name)
549 return "(null)"; 481 return "(null)";
550 482
551 if (!op->nrof 483 if (!op->nrof
552 && !op->weight 484 && !op->weight
553 && !op->title 485 && !op->title
576 if (op->type != SPELLBOOK) 508 if (op->type != SPELLBOOK)
577 buf.printf (" (lvl %d)", op->level); 509 buf.printf (" (lvl %d)", op->level);
578 } 510 }
579 break; 511 break;
580 512
581 case ALTAR: 513 case ALTAR:
582 case TRIGGER_ALTAR: 514 case TRIGGER_ALTAR:
583 case IDENTIFY_ALTAR: 515 case IDENTIFY_ALTAR:
584 case CONVERTER: 516 case CONVERTER:
585 if (op->slaying == shstr_money) 517 if (op->slaying == shstr_money)
586 { 518 {
587 bool wrap = !!buf.size (); 519 bool wrap = !!buf.size ();
588 520
589 if (wrap) buf << " ["; 521 if (wrap) buf << " [";
590 522
591 archetype *coin = 0; 523 archetype *coin = 0;
592 524
593 for (char const *const *c = coins; *coins; ++c) 525 for (char const *const *c = coins; *coins; ++c)
594 if ((coin = archetype::find (*c))) 526 if ((coin = archetype::find (*c)))
595 if (op->stats.food % coin->value == 0) 527 if (op->stats.food % coin->value == 0)
596 break; 528 break;
597 529
598 sint32 coins = op->stats.food / coin->value; 530 sint32 coins = op->stats.food / coin->value;
599 531
600 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl); 532 buf.printf ("drop %d %s (or equivalent)", coins, coins == 1 ? &coin->name : &coin->name_pl);
601 533
602 if (wrap) buf << ']'; 534 if (wrap) buf << ']';
603 } 535 }
604 break; 536 break;
605 537
606 case SKILL: 538 case SKILL:
607 case AMULET: 539 case AMULET:
608 case RING: 540 case RING:
609 if (!op->title) 541 if (!op->title)
632 * you can make several calls to query_name before the bufs start getting 564 * 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 565 * 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 566 * 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.) 567 * use several names much easier (don't need to store them to temp variables.)
636 * 568 *
569 * It is used extensively within messages, so should return only a prose
570 * and short description of the item.
571 * It is also used by examine/ex and similar functions.
637 */ 572 */
638const char * 573const char *
639query_name (const object *op) 574query_name (const object *op)
640{ 575{
641 int len = 0; 576 int len = 0;
646 use_buf %= 5; 581 use_buf %= 5;
647 582
648 dynbuf_text &buf = bufs [use_buf]; 583 dynbuf_text &buf = bufs [use_buf];
649 buf.clear (); 584 buf.clear ();
650 585
586#if 0
651 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 587 if ((op->is_armor () || op->is_weapon ()) && op->material)
652 if (materialtype_t *mt = name_to_material (op->materialname))
653 buf << mt->description << ' '; 588 buf << op->material->description << ' ';
589#endif
654 590
655 buf << query_short_name (op); 591 buf << query_short_name (op);
656 592
657 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 593 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
658 buf << " *"; 594 buf << " *";
659 if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG (op, FLAG_APPLIED)))) 595 if (op->is_open_container ())
660 buf << " (open)"; 596 buf << " (open)";
661 597
662 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED)) 598 if (QUERY_FLAG (op, FLAG_KNOWN_CURSED))
663 { 599 {
664 if (QUERY_FLAG (op, FLAG_DAMNED)) 600 if (QUERY_FLAG (op, FLAG_DAMNED))
678 */ 614 */
679 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED)) 615 if (QUERY_FLAG (op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (op, FLAG_IDENTIFIED))
680 buf << " (magic)"; 616 buf << " (magic)";
681 617
682#if 0 618#if 0
683 /* item_power will be returned in desribe_item - it shouldn't really 619 /* item_power will be returned in describe_item - it shouldn't really
684 * be returned in the name. 620 * be returned in the name.
685 */ 621 */
686 if (op->item_power) 622 if (op->item_power)
687 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power); 623 sprintf (buf[use_buf] + strlen (buf[use_buf]), "(item_power %+d)", op->item_power);
688 624
694 { 630 {
695 case BOW: 631 case BOW:
696 case WAND: 632 case WAND:
697 case ROD: 633 case ROD:
698 case HORN: 634 case HORN:
699 buf << (op->env && op->env->current_weapon == op ? " (readied)" : " (applied)"); 635 buf << " (applied)";
700 break; 636 break;
701 case WEAPON: 637 case WEAPON:
702 buf << (op->env && op->env->current_weapon == op ? " (wielded)" : " (applied)"); 638 buf << " (applied)";
703 break; 639 break;
704 case ARMOUR: 640 case ARMOUR:
705 case HELMET: 641 case HELMET:
706 case SHIELD: 642 case SHIELD:
707 case RING: 643 case RING:
720 default: 656 default:
721 buf << " (applied)"; 657 buf << " (applied)";
722 } 658 }
723 } 659 }
724 660
661 switch (op->type)
662 {
663 case LAMP:
664 if (op->glow_radius)
665 buf << " (on)";
666 else if (op->stats.food <= 0)
667 buf << " (empty)";
668 else
669 buf << " (off)";
670 break;
671
672 case TORCH:
673 if (op->glow_radius)
674 buf << " (burning)";
675 else if (op->stats.food <= 0)
676 buf << " (burned out)";
677 break;
678 }
679
725 if (QUERY_FLAG (op, FLAG_UNPAID)) 680 if (QUERY_FLAG (op, FLAG_UNPAID))
726 buf << " (unpaid)"; 681 buf << " (unpaid)";
727 682
728 return buf; 683 return buf;
729} 684}
734 * of the given object. The buffer will be overwritten at the next 689 * 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 690 * 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 691 * don't include the item count or item status. Used for inventory sorting
737 * and sending to client. 692 * and sending to client.
738 * If plural is set, we generate the plural name of this. 693 * If plural is set, we generate the plural name of this.
694 *
695 * It is sometimes used to display messages, and usually only used to match stuff,
696 * so maybe this function should be removed.
697 * It is also used for client-side inventory/item descriptions.
739 */ 698 */
740const char * 699const char *
741query_base_name (const object *op, int plural) 700query_base_name (const object *op, int plural)
742{ 701{
743 if ((!plural && !op->name) || (plural && !op->name_pl)) 702 if ((!plural && !op->name) || (plural && !op->name_pl))
744 return "(null)"; 703 return "(null)";
745 704
746 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 705 if (!op->nrof && !op->weight && !op->title && !is_magical (op)
706 && op->type != EXIT)
747 return op->name; /* To speed things up (or make things slower?) */ 707 return op->name; /* To speed things up (or make things slower?) */
748 708
749 static dynbuf_text buf; buf.clear (); 709 static dynbuf_text buf; buf.clear ();
750 710
711#if 0
751 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 712 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) 713 if (op->arch->material != op->material)
754 buf << mt->description << ' '; 714 buf << op->material->description << ' ';
715#endif
755 716
756 buf << (plural ? op->name_pl : op->name); 717 buf << (plural ? op->name_pl : op->name);
757 718
758 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 719 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
759 buf << ' ' << op->title; 720 buf << ' ' << op->title;
786 if (s && *s) 747 if (s && *s)
787 buf << ' ' << s; 748 buf << ' ' << s;
788 } 749 }
789 break; 750 break;
790 751
752 case EXIT:
753 // random map exits "unfortunately" get patched, so this only works before entering
754 if (EXIT_PATH (op) == shstr_random_map_exit)
755 buf << " (random map)";
756 else if (!EXIT_PATH (op))
757 buf << " (closed)";
758 break;
759
791 default: 760 default:
792 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 761 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
793 buf.printf (" %+d", op->magic); 762 buf.printf (" %+d", op->magic);
794 } 763 }
795 764
810 /* Note that the resolution this provides for players really isn't 779 /* Note that the resolution this provides for players really isn't
811 * very good. Any player with a speed greater than .67 will 780 * very good. Any player with a speed greater than .67 will
812 * fall into the 'lightning fast movement' category. 781 * fall into the 'lightning fast movement' category.
813 */ 782 */
814 if (op->has_active_speed ()) 783 if (op->has_active_speed ())
815 switch ((int) ((FABS (op->speed)) * 15)) 784 switch ((int)(op->speed * 15.))
816 { 785 {
817 case 0: 786 case 0:
818 buf << "(very slow movement"; 787 buf << "(very slow movement)";
819 break; 788 break;
820 case 1: 789 case 1:
821 buf << "(slow movement)"; 790 buf << "(slow movement)";
822 break; 791 break;
823 case 2: 792 case 2:
890 if (op->stats.luck) 859 if (op->stats.luck)
891 buf.printf ("(luck%+d)", op->stats.luck); 860 buf.printf ("(luck%+d)", op->stats.luck);
892 } 861 }
893 862
894 /* describe attacktypes */ 863 /* describe attacktypes */
895 if (is_dragon_pl (op)) 864 if (op->is_dragon ())
896 { 865 {
897 /* for dragon players display the attacktypes from clawing skill 866 /* for dragon players display the attacktypes from clawing skill
898 * Break apart the for loop - move the comparison checking down - 867 * Break apart the for loop - move the comparison checking down -
899 * this makes it more readable. 868 * this makes it more readable.
900 */ 869 */
938 * wouldn't need to use the SEE_INVISIBLE flag to know it is 907 * wouldn't need to use the SEE_INVISIBLE flag to know it is
939 * a dragon player examining food. Could have things like 908 * a dragon player examining food. Could have things like
940 * a dwarven axe, in which the full abilities are only known to 909 * a dwarven axe, in which the full abilities are only known to
941 * dwarves, etc. 910 * dwarves, etc.
942 * 911 *
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. 912 * Add 'owner' who is the person examining this object.
949 * owner can be null if no one is being associated with this 913 * owner can be null if no one is being associated with this
950 * item (eg, debug dump or the like) 914 * item (eg, debug dump or the like)
951 */ 915 */
952const char * 916const char *
988 if (op->stats.maxsp > 1000) 952 if (op->stats.maxsp > 1000)
989 { /*higher capacity crystals */ 953 { /*higher capacity crystals */
990 i = (op->stats.maxsp % 1000) / 100; 954 i = (op->stats.maxsp % 1000) / 100;
991 955
992 if (i) 956 if (i)
993 buf.printf ("(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i); 957 buf.printf ("(capacity %d.%dk; it is ", op->stats.maxsp / 1000, i);
994 else 958 else
995 buf.printf ("(capacity %dk). It is ", op->stats.maxsp / 1000); 959 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
996 } 960 }
997 else 961 else
998 buf.printf ("(capacity %d). It is ", op->stats.maxsp); 962 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
999 963
1000 i = (op->stats.sp * 10) / op->stats.maxsp; 964 i = (op->stats.sp * 10) / op->stats.maxsp;
1001 if (op->stats.sp == 0) 965 if (op->stats.sp == 0)
1002 buf << "empty."; 966 buf << "empty";
1003 else if (i == 0) 967 else if (i == 0)
1004 buf << "almost empty."; 968 buf << "almost empty";
1005 else if (i < 3) 969 else if (i < 3)
1006 buf << "partially filled."; 970 buf << "partially filled";
1007 else if (i < 6) 971 else if (i < 6)
1008 buf << "half full."; 972 buf << "half full";
1009 else if (i < 9) 973 else if (i < 9)
1010 buf << "well charged."; 974 buf << "well charged";
1011 else if (op->stats.sp == op->stats.maxsp) 975 else if (op->stats.sp == op->stats.maxsp)
1012 buf << "fully charged."; 976 buf << "fully charged";
1013 else 977 else
1014 buf << "almost full."; 978 buf << "almost full";
979
980 buf << ')';
981 break;
982
983 case LAMP:
984 {
985 int percent = ((double) 100 / op->arch->stats.food) * op->stats.food;
986 buf << "(fuel: ";
987 if (percent == 0)
988 buf << "empty";
989 else if (percent < 10)
990 buf << "very low";
991 else if (percent < 25)
992 buf << "low";
993 else if (percent < 50)
994 buf << "half empty";
995 else if (percent < 75)
996 buf << "half full";
997 else if (percent < 95)
998 buf << "well filled";
999 else if (percent <= 100)
1000 buf << "full";
1001 buf << ")";
1002 }
1015 break; 1003 break;
1016 1004
1017 case FOOD: 1005 case FOOD:
1018 case FLESH: 1006 case FLESH:
1019 case DRINK: 1007 case DRINK:
1175 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)"; 1163 if (QUERY_FLAG (op, FLAG_STEALTH)) buf << "(stealth)";
1176 1164
1177 if (op->slaying && op->type != FOOD) 1165 if (op->slaying && op->type != FOOD)
1178 buf.printf ("(slay %s)", &op->slaying); 1166 buf.printf ("(slay %s)", &op->slaying);
1179 1167
1168 if (op->type == SKILL_TOOL && op->skill)
1169 buf.printf ("(%s)", &op->skill);
1170
1180 buf.add_abilities ("Attacks", op->attacktype); 1171 buf.add_abilities ("Attacks", op->attacktype);
1181 /* resistance on flesh is only visible for quetzals. If 1172 /* resistance on flesh is only visible for quetzals. If
1182 * non flesh, everyone can see its resistances 1173 * non flesh, everyone can see its resistances
1183 */ 1174 */
1184 if (op->type != FLESH || (owner && is_dragon_pl (owner))) 1175 if (op->type != FLESH || (owner && owner->is_dragon ()))
1185 buf << describe_resistance (op, 0); 1176 buf << describe_resistance (op, 0);
1186 1177
1187 buf.add_paths ("Attuned", op->path_attuned); 1178 buf.add_paths ("Attuned", op->path_attuned);
1188 buf.add_paths ("Repelled", op->path_repelled); 1179 buf.add_paths ("Repelled", op->path_repelled);
1189 buf.add_paths ("Denied", op->path_denied); 1180 buf.add_paths ("Denied", op->path_denied);
1196object::describe_item (object *who) 1187object::describe_item (object *who)
1197{ 1188{
1198 return std::string (::describe_item (this, who)); 1189 return std::string (::describe_item (this, who));
1199} 1190}
1200 1191
1192static void
1193describe_dump_object (dynbuf &buf, object *ob)
1194{
1195 char *txt = dump_object (ob);
1196 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1197 buf << "\n" << txt << "\n";
1198
1199 if (!ob->is_arch ())
1200 describe_dump_object (buf, ob->arch);
1201}
1202
1203std::string
1204object::describe (object *who)
1205{
1206 dynbuf_text buf (1024, 1024);
1207
1208 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1209
1210 if (custom_name)
1211 buf.printf ("You call it %s.\r", &custom_name);
1212
1213 switch (type)
1214 {
1215 case SPELLBOOK:
1216 if (flag [FLAG_IDENTIFIED] && inv)
1217 buf.printf ("%s is a %s level %s spell.\r", &inv->name, ordinal (inv->level), &inv->skill);
1218 break;
1219
1220 case BOOK:
1221 if (msg)
1222 buf << "Something is written in it.\r";
1223 break;
1224
1225 case CONTAINER:
1226 if (race)
1227 {
1228 if (weight_limit && stats.Str < 100)
1229 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1230 &race, weight_limit / (10.0 * (100 - stats.Str)));
1231 else
1232 buf.printf ("It can hold only %s.\r", &race);
1233 }
1234 else if (weight_limit && stats.Str < 100)
1235 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1236 break;
1237
1238 case WAND:
1239 if (flag [FLAG_IDENTIFIED])
1240 buf.printf ("It has %d %s left.\r", stats.food, stats.food == 1 ? "charge" : "charges");
1241 break;
1242 }
1243
1244 if (material != MATERIAL_NULL && !msg)
1245 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1246 << material->description
1247 << ".\r";
1248
1249 if (who)
1250 /* Where to wear this item */
1251 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1252 if (slot[i].info)
1253 {
1254 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1255
1256 if (slot[i].info < -1 && who->slot[i].info)
1257 buf.printf ("(%d)", -slot[i].info);
1258
1259 buf << ".\r";
1260 }
1261
1262 if (weight)
1263 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1264
1265 if (flag [FLAG_STARTEQUIP])
1266 buf << (nrof > 1 ? "They were" : "It was")
1267 << " given by a god and will vanish when dropped.\r";
1268
1269 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1270 {
1271 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1272
1273 if (who->is_in_shop ())
1274 {
1275 if (flag [FLAG_UNPAID])
1276 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1277 else
1278 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1279 }
1280 }
1281
1282 if (flag [FLAG_MONSTER])
1283 buf << describe_monster (who);
1284
1285 /* Is this item buildable? */
1286 if (flag [FLAG_IS_BUILDABLE])
1287 buf << "This is a buildable item.\r";
1288
1289 /* Does the object have a message? Don't show message for all object
1290 * types - especially if the first entry is a match
1291 */
1292 if (msg)
1293 {
1294 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1295 {
1296 buf << '\r';
1297
1298 /* This is just a hack so when identifying the items, we print
1299 * out the extra message
1300 */
1301 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1302 buf << "The object has a story:\r";
1303
1304 buf << msg << '\n';
1305 }
1306 }
1307 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1308 && (type == SPELLBOOK || type == ROD || type == WAND
1309 || type == ROD || type == POTION || type == SCROLL))
1310 // for spellbooks and other stuff that contains spells, print the spell message,
1311 // unless the object has a custom message handled above.
1312 buf << '\r' << inv->msg << '\n';
1313
1314 // try to display the duration for some potions and scrolls
1315 // this includes change ability potions and group spells,
1316 // but does not handle protection potions
1317 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1318 && (type == POTION || type == SCROLL))
1319 {
1320 object *spell = inv;
1321
1322 if (spell->subtype == SP_PARTY_SPELL)
1323 spell = spell->other_arch;
1324
1325 if (spell->subtype == SP_CHANGE_ABILITY)
1326 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1327 TICK2TIME (change_ability_duration (spell, this)));
1328 }
1329
1330 // some help text for skill tools
1331 if (type == SKILL_TOOL)
1332 buf << "\nH<This item is a skill tool: as long as you have this item applied "
1333 "you can use the " << &skill << " skill as if you had learned it.>";
1334
1335 // Display a hint about inscribable items [empty books]
1336 // This includes the amount of text they can hold.
1337 if (type == INSCRIBABLE)
1338 {
1339 if (other_arch && other_arch->type == SCROLL)
1340 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1341 else
1342 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1343 weight_limit);
1344 }
1345
1346 buf << '\n';
1347
1348 // the dungeon master additionally gets a complete dump
1349 if (who && who->flag [FLAG_WIZLOOK])
1350 {
1351 buf << "\nT<Object>\n";
1352 describe_dump_object (buf, this);
1353
1354 if (inv)
1355 {
1356 buf << "\nT<Top Inventory>\n";
1357 describe_dump_object (buf, inv);
1358 }
1359 }
1360
1361 return std::string (buf.linearise (), buf.size ());
1362}
1363
1201void 1364void
1202examine (object *op, object *tmp) 1365examine (object *op, object *tmp)
1203{ 1366{
1204 std::string info = tmp->describe (op); 1367 std::string info = tmp->describe (op);
1368
1205 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1369 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1206} 1370}
1207 1371
1208/* 1372/*
1209 * inventory prints object's inventory. If inv==NULL then print player's 1373 * inventory prints object's inventory. If inv==NULL then print player's
1215{ 1379{
1216 static dynbuf_text buf; buf.clear (); 1380 static dynbuf_text buf; buf.clear ();
1217 1381
1218 for (object *tmp = inv; tmp; tmp = tmp->below) 1382 for (object *tmp = inv; tmp; tmp = tmp->below)
1219 if (who && QUERY_FLAG (who, FLAG_WIZ)) 1383 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)); 1384 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))) 1385 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)); 1386 buf.printf ("%s- %-36.36s %-8s\n", indent, tmp->query_name (), tmp->query_weight ());
1223 1387
1224 if (buf.size ()) 1388 if (buf.size ())
1225 buf.printf ("%s(total weight: %s)\n", indent, query_weight (this)); 1389 buf.printf ("%s(total weight: %s)\n", indent, query_weight ());
1226 else 1390 else
1227 buf.printf ("%s(empty)\n", indent); 1391 buf.printf ("%s(empty)\n", indent);
1228 1392
1229 return buf; 1393 return buf;
1230} 1394}
1386 } 1550 }
1387 1551
1388 /* If the object is on a map, make sure we update its face */ 1552 /* If the object is on a map, make sure we update its face */
1389 if (op->map) 1553 if (op->map)
1390 update_object (op, UP_OBJ_CHANGE); 1554 update_object (op, UP_OBJ_CHANGE);
1555
1391 else if (object *pl = op->visible_to ()) 1556 if (object *pl = op->visible_to ())
1392 /* A lot of the values can change from an update - might as well send 1557 /* A lot of the values can change from an update - might as well send
1393 * it all. 1558 * it all.
1394 */ 1559 */
1395 esrv_send_item (pl, op); 1560 esrv_send_item (pl, op);
1396} 1561}

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