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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <living.h> |
27 | #include <living.h> |
… | |
… | |
49 | * Basically, for the use/nonuse, the code does something like: |
50 | * 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 |
51 | * "This item goes %s\n", with the use/nonuse values filling in the %s |
51 | */ |
52 | */ |
52 | // see include/object.h |
53 | // see include/object.h |
53 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
54 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
54 | {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, |
55 | # 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"}, |
56 | # include "slotinc.h" |
56 | {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, |
57 | # 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 | }; |
58 | }; |
70 | |
59 | |
71 | static char numbers_10[10][20] = { |
60 | static char numbers_10[10][20] = { |
72 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
61 | "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", |
73 | "eighty", "ninety" |
62 | "eighty", "ninety" |
… | |
… | |
86 | }; |
75 | }; |
87 | |
76 | |
88 | /* The following is a large table of item types, the fields are: |
77 | /* The following is a large table of item types, the fields are: |
89 | * item number, item name, item name (plural), and two numbers that are the skills |
78 | * item number, item name, item name (plural), and two numbers that are the skills |
90 | * used to identify them. Anytime a new item type is added or removed, this list |
79 | * used to identify them. Anytime a new item type is added or removed, this list |
91 | * should be altered to reflect that. The defines for the numerical values are in |
80 | * should be altered to reflect that. The defines for the numerical values are in |
92 | * define.h |
81 | * define.h |
93 | */ |
82 | */ |
94 | static const typedata item_types[] = { |
83 | static const typedata item_types[] = { |
95 | {PLAYER, "player", "players", 0, 0}, |
84 | {PLAYER, "player", "players", 0, 0}, |
96 | {ROD, "rod", "rods", SK_THAUMATURGY, 0}, |
85 | {ROD, "rod", "rods", SK_THAUMATURGY, 0}, |
97 | {TREASURE, "treasure", "treasure", 0, 0}, |
86 | {TREASURE, "treasure", "treasure", 0, 0}, |
… | |
… | |
158 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
147 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
159 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
148 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
160 | {LIGHTER, "lighter", "lighters", 0, 0}, |
149 | {LIGHTER, "lighter", "lighters", 0, 0}, |
161 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
150 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
162 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
151 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
|
|
152 | {TORCH, "torch", "torches", 0, 0}, |
163 | {LAMP, "lamp", "lamps", 0, 0}, |
153 | {LAMP, "lamp", "lamps", 0, 0}, |
164 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
154 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
165 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
155 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
166 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
156 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
167 | {SPINNER, "spinner", "spinners", 0, 0}, |
157 | {SPINNER, "spinner", "spinners", 0, 0}, |
… | |
… | |
202 | {BUILDER, "item builder", "item builders", 0, 0}, |
192 | {BUILDER, "item builder", "item builders", 0, 0}, |
203 | {MATERIAL, "building material", "building materials", 0, 0}, |
193 | {MATERIAL, "building material", "building materials", 0, 0}, |
204 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
194 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
205 | }; |
195 | }; |
206 | |
196 | |
207 | static const int item_types_size = array_length (item_types); |
197 | static const int item_types_size = ecb_array_length (item_types); |
208 | |
198 | |
209 | /* This curve may be too steep. But the point is that there should |
199 | /* 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 |
200 | * 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 |
201 | * wear whatever they want with no worries. Perhaps having the steep |
212 | * curve is good (maybe even steeper), but allowing players to |
202 | * curve is good (maybe even steeper), but allowing players to |
… | |
… | |
291 | enc += op->stats.stat (i); |
281 | enc += op->stats.stat (i); |
292 | |
282 | |
293 | /* This protection logic is pretty flawed. 20% fire resistance |
283 | /* This protection logic is pretty flawed. 20% fire resistance |
294 | * is much more valuable than 20% confusion, or 20% slow, or |
284 | * is much more valuable than 20% confusion, or 20% slow, or |
295 | * several others. Start at 1 - ignore physical - all that normal |
285 | * several others. Start at 1 - ignore physical - all that normal |
296 | * armour shouldn't be counted against |
286 | * armour shouldn't be counted against |
297 | */ |
287 | */ |
298 | tmp = 0; |
288 | tmp = 0; |
299 | for (i = 1; i < NROFATTACKS; i++) |
289 | for (i = 1; i < NROFATTACKS; i++) |
300 | tmp += op->resist[i]; |
290 | tmp += op->resist[i]; |
301 | |
291 | |
… | |
… | |
353 | if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; |
343 | if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; |
354 | |
344 | |
355 | return get_power_from_ench (enc); |
345 | return get_power_from_ench (enc); |
356 | } |
346 | } |
357 | |
347 | |
|
|
348 | static const struct get_typedata |
|
|
349 | { |
|
|
350 | const typedata *data [NUM_TYPES]; |
|
|
351 | |
|
|
352 | get_typedata () |
|
|
353 | { |
|
|
354 | for (int i = 0; i < item_types_size; i++) |
|
|
355 | data [item_types[i].number] = &item_types [i]; |
|
|
356 | } |
|
|
357 | |
|
|
358 | const typedata *operator ()(int itemtype) const |
|
|
359 | { |
|
|
360 | return data [itemtype]; |
|
|
361 | } |
|
|
362 | } get_typedata_; |
|
|
363 | |
358 | /* returns the typedata that has a number equal to itemtype, if there |
364 | /* returns the typedata that has a number equal to itemtype, if there |
359 | * isn't one, returns NULL */ |
365 | * isn't one, returns NULL */ |
360 | const typedata * |
366 | const typedata * |
361 | get_typedata (int itemtype) |
367 | get_typedata (int itemtype) |
362 | { |
368 | { |
363 | for (int i = 0; i < item_types_size; i++) |
369 | return get_typedata_ (itemtype); |
364 | if (item_types[i].number == itemtype) |
|
|
365 | return &item_types[i]; |
|
|
366 | |
|
|
367 | return NULL; |
|
|
368 | } |
370 | } |
369 | |
371 | |
370 | /* returns the typedata that has a name equal to itemtype, if there |
372 | /* returns the typedata that has a name equal to itemtype, if there |
371 | * isn't one, return the plural name that matches, if there still isn't |
373 | * isn't one, return the plural name that matches, if there still isn't |
372 | * one return NULL */ |
374 | * one return NULL */ |
373 | const typedata * |
375 | const typedata * |
374 | get_typedata_by_name (const char *name) |
376 | get_typedata_by_name (const char *name) |
375 | { |
377 | { |
… | |
… | |
475 | */ |
477 | */ |
476 | static const char * |
478 | static const char * |
477 | ring_desc (const object *op) |
479 | ring_desc (const object *op) |
478 | { |
480 | { |
479 | static dynbuf_text buf; buf.clear (); |
481 | static dynbuf_text buf; buf.clear (); |
480 | int attr, val, len; |
482 | int attr, val; |
481 | |
483 | |
482 | if (op->flag [FLAG_IDENTIFIED]) |
484 | if (op->flag [FLAG_IDENTIFIED]) |
483 | { |
485 | { |
484 | for (attr = 0; attr < NUM_STATS; attr++) |
486 | for (attr = 0; attr < NUM_STATS; attr++) |
485 | if ((val = op->stats.stat (attr))) |
487 | if ((val = op->stats.stat (attr))) |
486 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
488 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
487 | |
489 | |
488 | if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); |
490 | if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp); |
489 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
491 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
490 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
492 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
491 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
493 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
492 | |
494 | |
493 | buf << describe_resistance (op, 0); |
495 | buf << describe_resistance (op, 0); |
… | |
… | |
513 | |
515 | |
514 | return buf; |
516 | return buf; |
515 | } |
517 | } |
516 | |
518 | |
517 | /* |
519 | /* |
518 | * query_short_name(object) is similar to query_name, but doesn't |
520 | * query_short_name(object) is similar to query_name, but doesn't |
519 | * contain any information about object status (worn/cursed/etc.) |
521 | * contain any information about object status (worn/cursed/etc.) |
520 | * |
522 | * |
521 | * It is sometimes used when printing messages, so should fit well into a sentence. |
523 | * It is sometimes used when printing messages, so should fit well into a sentence. |
522 | */ |
524 | */ |
523 | const char * |
525 | const char * |
… | |
… | |
619 | * It is also used by examine/ex and similar functions. |
621 | * It is also used by examine/ex and similar functions. |
620 | */ |
622 | */ |
621 | const char * |
623 | const char * |
622 | query_name (const object *op) |
624 | query_name (const object *op) |
623 | { |
625 | { |
624 | int len = 0; |
|
|
625 | static dynbuf_text bufs[5]; |
626 | static dynbuf_text bufs[5]; |
626 | static int use_buf = 0; |
627 | static int use_buf = 0; |
627 | |
628 | |
628 | use_buf++; |
629 | use_buf++; |
629 | use_buf %= 5; |
630 | use_buf %= 5; |
… | |
… | |
674 | |
675 | |
675 | if (op->flag [FLAG_APPLIED]) |
676 | if (op->flag [FLAG_APPLIED]) |
676 | { |
677 | { |
677 | switch (op->type) |
678 | switch (op->type) |
678 | { |
679 | { |
|
|
680 | case RANGED: |
679 | case BOW: |
681 | case BOW: |
680 | case WAND: |
682 | case WAND: |
681 | case ROD: |
683 | case ROD: |
682 | case HORN: |
684 | case HORN: |
683 | buf << " (applied)"; |
|
|
684 | break; |
|
|
685 | case WEAPON: |
685 | case WEAPON: |
686 | buf << " (applied)"; |
686 | buf << " (applied)"; |
687 | break; |
687 | break; |
688 | case ARMOUR: |
688 | case ARMOUR: |
689 | case HELMET: |
689 | case HELMET: |
… | |
… | |
979 | if (!identified) |
979 | if (!identified) |
980 | buf << "(unidentified)"; |
980 | buf << "(unidentified)"; |
981 | |
981 | |
982 | switch (op->type) |
982 | switch (op->type) |
983 | { |
983 | { |
|
|
984 | case RANGED: |
984 | case BOW: |
985 | case BOW: |
985 | case ARROW: |
986 | case ARROW: |
986 | case WAND: |
987 | case WAND: |
987 | case ROD: |
988 | case ROD: |
988 | case HORN: |
989 | case HORN: |
… | |
… | |
1009 | buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); |
1010 | buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); |
1010 | } |
1011 | } |
1011 | else |
1012 | else |
1012 | buf.printf ("(capacity %d; it is ", op->stats.maxsp); |
1013 | buf.printf ("(capacity %d; it is ", op->stats.maxsp); |
1013 | |
1014 | |
1014 | i = (op->stats.sp * 10) / op->stats.maxsp; |
1015 | i = op->stats.sp * 10 / max (op->stats.maxsp, 1); |
1015 | if (op->stats.sp == 0) |
1016 | |
1016 | buf << "empty"; |
1017 | if (op->stats.sp == 0) buf << "empty"; |
1017 | else if (i == 0) |
1018 | else if (i <= 0) buf << "almost empty"; |
1018 | buf << "almost empty"; |
1019 | else if (i <= 2) buf << "partially filled"; |
1019 | else if (i < 3) |
1020 | else if (i <= 5) buf << "half full"; |
1020 | buf << "partially filled"; |
1021 | else if (i <= 8) buf << "well charged"; |
1021 | else if (i < 6) |
|
|
1022 | buf << "half full"; |
|
|
1023 | else if (i < 9) |
|
|
1024 | buf << "well charged"; |
|
|
1025 | else if (op->stats.sp == op->stats.maxsp) |
1022 | else if (op->stats.sp < op->stats.maxsp) buf << "almost full"; |
1026 | buf << "fully charged"; |
1023 | else buf << "fully charged"; |
1027 | else |
|
|
1028 | buf << "almost full"; |
|
|
1029 | |
1024 | |
1030 | buf << ')'; |
1025 | buf << ')'; |
1031 | break; |
1026 | break; |
1032 | |
1027 | |
1033 | case LAMP: |
1028 | case LAMP: |
… | |
… | |
1093 | /* Down here, we more further describe equipment type items. |
1088 | /* Down here, we more further describe equipment type items. |
1094 | * only describe them if they have been identified or the like. |
1089 | * only describe them if they have been identified or the like. |
1095 | */ |
1090 | */ |
1096 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1091 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1097 | { |
1092 | { |
1098 | int attr, val; |
|
|
1099 | |
|
|
1100 | for (attr = 0; attr < NUM_STATS; attr++) |
1093 | for (int attr = 0; attr < NUM_STATS; attr++) |
1101 | if ((val = op->stats.stat (attr))) |
1094 | if (int val = op->stats.stat (attr)) |
1102 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1095 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1103 | |
1096 | |
1104 | if (op->stats.exp) |
1097 | if (op->stats.exp) |
1105 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1098 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1106 | |
1099 | |
1107 | switch (op->type) |
1100 | switch (op->type) |
1108 | { |
1101 | { |
|
|
1102 | case RANGED: |
1109 | case BOW: |
1103 | case BOW: |
1110 | case ARROW: |
1104 | case ARROW: |
1111 | case GIRDLE: |
1105 | case GIRDLE: |
1112 | case HELMET: |
1106 | case HELMET: |
1113 | case SHIELD: |
1107 | case SHIELD: |
… | |
… | |
1156 | { |
1150 | { |
1157 | int more_info = 0; |
1151 | int more_info = 0; |
1158 | |
1152 | |
1159 | switch (op->type) |
1153 | switch (op->type) |
1160 | { |
1154 | { |
|
|
1155 | case RANGED: |
1161 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1156 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1162 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1157 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1163 | case BOW: |
1158 | case BOW: |
1164 | case ARROW: |
1159 | case ARROW: |
1165 | case WAND: |
1160 | case WAND: |
… | |
… | |
1198 | |
1193 | |
1199 | if (more_info) |
1194 | if (more_info) |
1200 | { |
1195 | { |
1201 | if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1196 | if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1202 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1197 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1203 | if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1198 | if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1204 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1199 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1205 | } |
1200 | } |
1206 | |
1201 | |
1207 | if (op->stats.luck) |
1202 | if (op->stats.luck) |
1208 | buf.printf ("(luck%+d)", op->stats.luck); |
1203 | buf.printf ("(luck%+d)", op->stats.luck); |
… | |
… | |
1352 | else if (inv |
1347 | else if (inv |
1353 | && inv->msg |
1348 | && inv->msg |
1354 | && inv->type == SPELL |
1349 | && inv->type == SPELL |
1355 | && flag [FLAG_IDENTIFIED] |
1350 | && flag [FLAG_IDENTIFIED] |
1356 | && (type == SPELLBOOK || type == ROD || type == WAND |
1351 | && (type == SPELLBOOK || type == ROD || type == WAND |
1357 | || type == ROD || type == POTION || type == SCROLL)) |
1352 | || type == POTION || type == SCROLL)) |
1358 | // for spellbooks and other stuff that contains spells, print the spell message, |
1353 | // for spellbooks and other stuff that contains spells, print the spell message, |
1359 | // unless the object has a custom message handled above. |
1354 | // unless the object has a custom message handled above. |
1360 | buf << '\r' << inv->msg << '\n'; |
1355 | buf << '\r' << inv->msg << '\n'; |
1361 | |
1356 | |
1362 | // try to display the duration for some potions and scrolls |
1357 | // try to display the duration for some potions and scrolls |
… | |
… | |
1417 | op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); |
1412 | op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); |
1418 | } |
1413 | } |
1419 | |
1414 | |
1420 | /* |
1415 | /* |
1421 | * inventory prints object's inventory. If inv==NULL then print player's |
1416 | * inventory prints object's inventory. If inv==NULL then print player's |
1422 | * inventory. |
1417 | * inventory. |
1423 | * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1418 | * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1424 | */ |
1419 | */ |
1425 | const char * |
1420 | const char * |
1426 | object::query_inventory (object *who, const char *indent) |
1421 | object::query_inventory (object *who, const char *indent) |
1427 | { |
1422 | { |