ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.83 by root, Sun Apr 11 00:34:05 2010 UTC vs.
Revision 1.91 by root, Sat Apr 23 04:56:45 2011 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
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 52// see include/object.h
53Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
68/*{"body_dragon_torso", "your body", "a dragon's body"} */
69}; 57};
70 58
71static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
73 "eighty", "ninety" 61 "eighty", "ninety"
202 {BUILDER, "item builder", "item builders", 0, 0}, 190 {BUILDER, "item builder", "item builders", 0, 0},
203 {MATERIAL, "building material", "building materials", 0, 0}, 191 {MATERIAL, "building material", "building materials", 0, 0},
204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 192 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
205}; 193};
206 194
207static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 195static const int item_types_size = array_length (item_types);
208 196
209/* This curve may be too steep. But the point is that there should 197/* This curve may be too steep. But the point is that there should
210 * be tough choices - there is no real point to this if everyone can 198 * be tough choices - there is no real point to this if everyone can
211 * wear whatever they want with no worries. Perhaps having the steep 199 * wear whatever they want with no worries. Perhaps having the steep
212 * curve is good (maybe even steeper), but allowing players to 200 * curve is good (maybe even steeper), but allowing players to
214 * able to use 2-3 of the most powerful items. 202 * able to use 2-3 of the most powerful items.
215 * note that this table is only really used for program generated items - 203 * note that this table is only really used for program generated items -
216 * custom objects can use whatever they want. 204 * custom objects can use whatever they want.
217 */ 205 */
218static int enc_to_item_power[21] = { 206static int enc_to_item_power[21] = {
207 0,
219 0, 0, 1, 2, 3, 4, /* 5 */ 208 0, 1, 2, 3, 4, // 5
220 5, 7, 9, 11, 13, /* 10 */ 209 5, 7, 9, 11, 13, // 10
221 15, 18, 21, 24, 27, /* 15 */ 210 15, 18, 21, 24, 27, // 15
222 30, 35, 40, 45, 50 /* 20 */ 211 30, 35, 40, 45, 50 // 20
223}; 212};
224 213
225int 214int
226get_power_from_ench (int ench) 215get_power_from_ench (int ench)
227{ 216{
228 return enc_to_item_power [clamp (ench, 0, 20)]; 217 return enc_to_item_power [clamp (ench, 0, 20)];
218}
219
220static const struct need_identify_types : typeset
221{
222 need_identify_types ()
223 {
224 set (RING);
225 set (WAND);
226 set (ROD);
227 set (HORN);
228 set (SCROLL);
229 set (SKILL);
230 set (SKILLSCROLL);
231 set (SPELLBOOK);
232 set (FOOD);
233 set (POTION);
234 set (BOW);
235 set (ARROW);
236 set (WEAPON);
237 set (ARMOUR);
238 set (SHIELD);
239 set (HELMET);
240 set (AMULET);
241 set (BOOTS);
242 set (GLOVES);
243 set (BRACERS);
244 set (GIRDLE);
245 set (CONTAINER);
246 set (DRINK);
247 set (FLESH);
248 set (INORGANIC);
249 set (CLOSE_CON);
250 set (CLOAK);
251 set (GEM);
252 set (POWER_CRYSTAL);
253 set (POISON);
254 set (BOOK);
255 set (SKILL_TOOL);
256 }
257} need_identify_types;
258
259bool
260object::need_identify () const
261{
262 return need_identify_types [type];
229} 263}
230 264
231/* This takes an object 'op' and figures out what its item_power 265/* This takes an object 'op' and figures out what its item_power
232 * rating should be. This should only really be used by the treasure 266 * rating should be. This should only really be used by the treasure
233 * generation code, and when loading legacy objects. It returns 267 * generation code, and when loading legacy objects. It returns
307 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 341 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
308 342
309 return get_power_from_ench (enc); 343 return get_power_from_ench (enc);
310} 344}
311 345
346static const struct get_typedata
347{
348 const typedata *data [NUM_TYPES];
349
350 get_typedata ()
351 {
352 for (int i = 0; i < item_types_size; i++)
353 data [item_types[i].number] = &item_types [i];
354 }
355
356 const typedata *operator ()(int itemtype) const
357 {
358 return data [itemtype];
359 }
360} get_typedata_;
361
312/* returns the typedata that has a number equal to itemtype, if there 362/* returns the typedata that has a number equal to itemtype, if there
313 * isn't one, returns NULL */ 363 * isn't one, returns NULL */
314const typedata * 364const typedata *
315get_typedata (int itemtype) 365get_typedata (int itemtype)
316{ 366{
317 for (int i = 0; i < item_types_size; i++) 367 return get_typedata_ (itemtype);
318 if (item_types[i].number == itemtype)
319 return &item_types[i];
320
321 return NULL;
322} 368}
323 369
324/* returns the typedata that has a name equal to itemtype, if there 370/* returns the typedata that has a name equal to itemtype, if there
325 * isn't one, return the plural name that matches, if there still isn't 371 * isn't one, return the plural name that matches, if there still isn't
326 * one return NULL */ 372 * one return NULL */
437 { 483 {
438 for (attr = 0; attr < NUM_STATS; attr++) 484 for (attr = 0; attr < NUM_STATS; attr++)
439 if ((val = op->stats.stat (attr))) 485 if ((val = op->stats.stat (attr)))
440 buf.printf ("(%s%+d)", short_stat_name[attr], val); 486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
441 487
442 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 488 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
443 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 489 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
444 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 490 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
445 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 491 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
446 492
447 buf << describe_resistance (op, 0); 493 buf << describe_resistance (op, 0);
547 buf << " " << s; 593 buf << " " << s;
548 } 594 }
549 break; 595 break;
550 596
551 default: 597 default:
552 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED])) 598 if (op->magic
599 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
600 || op->flag [FLAG_IDENTIFIED]))
553 buf.printf (" %+d", op->magic); 601 buf.printf (" %+d", op->magic);
554 } 602 }
555 603
556 return buf; 604 return buf;
557} 605}
626 674
627 if (op->flag [FLAG_APPLIED]) 675 if (op->flag [FLAG_APPLIED])
628 { 676 {
629 switch (op->type) 677 switch (op->type)
630 { 678 {
679 case RANGED:
631 case BOW: 680 case BOW:
632 case WAND: 681 case WAND:
633 case ROD: 682 case ROD:
634 case HORN: 683 case HORN:
635 buf << " (applied)";
636 break;
637 case WEAPON: 684 case WEAPON:
638 buf << " (applied)"; 685 buf << " (applied)";
639 break; 686 break;
640 case ARMOUR: 687 case ARMOUR:
641 case HELMET: 688 case HELMET:
756 else if (!EXIT_PATH (op)) 803 else if (!EXIT_PATH (op))
757 buf << " (closed)"; 804 buf << " (closed)";
758 break; 805 break;
759 806
760 default: 807 default:
761 if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED])) 808 if (op->magic
809 && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ())
810 || op->flag [FLAG_IDENTIFIED]))
762 buf.printf (" %+d", op->magic); 811 buf.printf (" %+d", op->magic);
763 } 812 }
764 813
765 return buf; 814 return buf;
766} 815}
923 int identified, i; 972 int identified, i;
924 973
925 /* figure this out once, instead of making multiple calls to need_identify. 974 /* figure this out once, instead of making multiple calls to need_identify.
926 * also makes the code easier to read. 975 * also makes the code easier to read.
927 */ 976 */
928 identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED]; 977 identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED];
929 if (!identified) 978 if (!identified)
930 buf << "(unidentified)"; 979 buf << "(unidentified)";
931 980
932 switch (op->type) 981 switch (op->type)
933 { 982 {
983 case RANGED:
934 case BOW: 984 case BOW:
935 case ARROW: 985 case ARROW:
936 case WAND: 986 case WAND:
937 case ROD: 987 case ROD:
938 case HORN: 988 case HORN:
1043 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1044 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1045 */ 1095 */
1046 if (identified || op->flag [FLAG_BEEN_APPLIED]) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1047 { 1097 {
1048 int attr, val;
1049
1050 for (attr = 0; attr < NUM_STATS; attr++) 1098 for (int attr = 0; attr < NUM_STATS; attr++)
1051 if ((val = op->stats.stat (attr))) 1099 if (int val = op->stats.stat (attr))
1052 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1100 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1053 1101
1054 if (op->stats.exp) 1102 if (op->stats.exp)
1055 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1103 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1056 1104
1057 switch (op->type) 1105 switch (op->type)
1058 { 1106 {
1107 case RANGED:
1059 case BOW: 1108 case BOW:
1060 case ARROW: 1109 case ARROW:
1061 case GIRDLE: 1110 case GIRDLE:
1062 case HELMET: 1111 case HELMET:
1063 case SHIELD: 1112 case SHIELD:
1106 { 1155 {
1107 int more_info = 0; 1156 int more_info = 0;
1108 1157
1109 switch (op->type) 1158 switch (op->type)
1110 { 1159 {
1160 case RANGED:
1111 case ROD: /* These use stats.sp for spell selection and stats.food */ 1161 case ROD: /* These use stats.sp for spell selection and stats.food */
1112 case HORN: /* and stats.hp for spell-point regeneration... */ 1162 case HORN: /* and stats.hp for spell-point regeneration... */
1113 case BOW: 1163 case BOW:
1114 case ARROW: 1164 case ARROW:
1115 case WAND: 1165 case WAND:
1291 */ 1341 */
1292 if (msg) 1342 if (msg)
1293 { 1343 {
1294 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) 1344 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1295 { 1345 {
1296 buf << '\r'; 1346 if (!need_identify ())
1297 1347 buf << '\r' << msg << '\n';
1298 /* This is just a hack so when identifying the items, we print 1348 else if (flag [FLAG_IDENTIFIED])
1299 * out the extra message
1300 */
1301 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1302 buf << "The object has a story:\r"; 1349 buf << '\r' << "The object has a story:\r" << msg;
1303
1304 buf << msg << '\n';
1305 } 1350 }
1306 } 1351 }
1307 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] 1352 else if (inv
1353 && inv->msg
1354 && inv->type == SPELL
1355 && flag [FLAG_IDENTIFIED]
1308 && (type == SPELLBOOK || type == ROD || type == WAND 1356 && (type == SPELLBOOK || type == ROD || type == WAND
1309 || type == ROD || type == POTION || type == SCROLL)) 1357 || type == ROD || type == POTION || type == SCROLL))
1310 // for spellbooks and other stuff that contains spells, print the spell message, 1358 // for spellbooks and other stuff that contains spells, print the spell message,
1311 // unless the object has a custom message handled above. 1359 // unless the object has a custom message handled above.
1312 buf << '\r' << inv->msg << '\n'; 1360 buf << '\r' << inv->msg << '\n';
1466 * be non magical. 1514 * be non magical.
1467 */ 1515 */
1468 return 0; 1516 return 0;
1469} 1517}
1470 1518
1471/* need_identify returns true if the item should be identified. This
1472 * function really should not exist - by default, any item not identified
1473 * should need it.
1474 */
1475
1476int
1477need_identify (const object *op)
1478{
1479 switch (op->type)
1480 {
1481 case RING:
1482 case WAND:
1483 case ROD:
1484 case HORN:
1485 case SCROLL:
1486 case SKILL:
1487 case SKILLSCROLL:
1488 case SPELLBOOK:
1489 case FOOD:
1490 case POTION:
1491 case BOW:
1492 case ARROW:
1493 case WEAPON:
1494 case ARMOUR:
1495 case SHIELD:
1496 case HELMET:
1497 case AMULET:
1498 case BOOTS:
1499 case GLOVES:
1500 case BRACERS:
1501 case GIRDLE:
1502 case CONTAINER:
1503 case DRINK:
1504 case FLESH:
1505 case INORGANIC:
1506 case CLOSE_CON:
1507 case CLOAK:
1508 case GEM:
1509 case POWER_CRYSTAL:
1510 case POISON:
1511 case BOOK:
1512 case SKILL_TOOL:
1513 return 1;
1514 }
1515
1516 /* Try to track down some stuff that may show up here. Thus, the
1517 * archetype file can be updated, and this function removed.
1518 */
1519#if 0
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif
1522 return 0;
1523}
1524
1525/* 1519/*
1526 * Supposed to fix face-values as well here, but later. 1520 * Supposed to fix face-values as well here, but later.
1527 */ 1521 */
1528void 1522void
1529identify (object *op) 1523identify (object *op)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines