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Comparing deliantra/server/common/item.C (file contents):
Revision 1.88 by root, Wed May 12 20:40:50 2010 UTC vs.
Revision 1.99 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
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.
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 Affero GNU General Public License 18 * 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
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"
86}; 74};
87 75
88/* The following is a large table of item types, the fields are: 76/* 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 77 * 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 78 * 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 79 * should be altered to reflect that. The defines for the numerical values are in
92 * define.h 80 * define.h
93 */ 81 */
94static const typedata item_types[] = { 82static const typedata item_types[] = {
95 {PLAYER, "player", "players", 0, 0}, 83 {PLAYER, "player", "players", 0, 0},
96 {ROD, "rod", "rods", SK_THAUMATURGY, 0}, 84 {ROD, "rod", "rods", SK_THAUMATURGY, 0},
97 {TREASURE, "treasure", "treasure", 0, 0}, 85 {TREASURE, "treasure", "treasure", 0, 0},
158 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 146 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
159 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 147 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
160 {LIGHTER, "lighter", "lighters", 0, 0}, 148 {LIGHTER, "lighter", "lighters", 0, 0},
161 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, 149 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
162 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 150 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
151 {TORCH, "torch", "torches", 0, 0},
163 {LAMP, "lamp", "lamps", 0, 0}, 152 {LAMP, "lamp", "lamps", 0, 0},
164 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 153 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
165 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 154 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
166 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 155 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
167 {SPINNER, "spinner", "spinners", 0, 0}, 156 {SPINNER, "spinner", "spinners", 0, 0},
291 enc += op->stats.stat (i); 280 enc += op->stats.stat (i);
292 281
293 /* This protection logic is pretty flawed. 20% fire resistance 282 /* This protection logic is pretty flawed. 20% fire resistance
294 * is much more valuable than 20% confusion, or 20% slow, or 283 * is much more valuable than 20% confusion, or 20% slow, or
295 * several others. Start at 1 - ignore physical - all that normal 284 * several others. Start at 1 - ignore physical - all that normal
296 * armour shouldn't be counted against 285 * armour shouldn't be counted against
297 */ 286 */
298 tmp = 0; 287 tmp = 0;
299 for (i = 1; i < NROFATTACKS; i++) 288 for (i = 1; i < NROFATTACKS; i++)
300 tmp += op->resist[i]; 289 tmp += op->resist[i];
301 290
369 { 358 {
370 return data [itemtype]; 359 return data [itemtype];
371 } 360 }
372} get_typedata_; 361} get_typedata_;
373 362
374/* returns the typedata that has a number equal to itemtype, if there 363/* returns the typedata that has a number equal to itemtype, if there
375 * isn't one, returns NULL */ 364 * isn't one, returns NULL */
376const typedata * 365const typedata *
377get_typedata (int itemtype) 366get_typedata (int itemtype)
378{ 367{
379 return get_typedata_ (itemtype); 368 return get_typedata_ (itemtype);
380} 369}
381 370
382/* returns the typedata that has a name equal to itemtype, if there 371/* returns the typedata that has a name equal to itemtype, if there
383 * isn't one, return the plural name that matches, if there still isn't 372 * isn't one, return the plural name that matches, if there still isn't
384 * one return NULL */ 373 * one return NULL */
385const typedata * 374const typedata *
386get_typedata_by_name (const char *name) 375get_typedata_by_name (const char *name)
387{ 376{
487 */ 476 */
488static const char * 477static const char *
489ring_desc (const object *op) 478ring_desc (const object *op)
490{ 479{
491 static dynbuf_text buf; buf.clear (); 480 static dynbuf_text buf; buf.clear ();
492 int attr, val, len; 481 int attr, val;
493 482
494 if (op->flag [FLAG_IDENTIFIED]) 483 if (op->flag [FLAG_IDENTIFIED])
495 { 484 {
496 for (attr = 0; attr < NUM_STATS; attr++) 485 for (attr = 0; attr < NUM_STATS; attr++)
497 if ((val = op->stats.stat (attr))) 486 if ((val = op->stats.stat (attr)))
525 514
526 return buf; 515 return buf;
527} 516}
528 517
529/* 518/*
530 * query_short_name(object) is similar to query_name, but doesn't 519 * query_short_name(object) is similar to query_name, but doesn't
531 * contain any information about object status (worn/cursed/etc.) 520 * contain any information about object status (worn/cursed/etc.)
532 * 521 *
533 * It is sometimes used when printing messages, so should fit well into a sentence. 522 * It is sometimes used when printing messages, so should fit well into a sentence.
534 */ 523 */
535const char * 524const char *
631 * It is also used by examine/ex and similar functions. 620 * It is also used by examine/ex and similar functions.
632 */ 621 */
633const char * 622const char *
634query_name (const object *op) 623query_name (const object *op)
635{ 624{
636 int len = 0;
637 static dynbuf_text bufs[5]; 625 static dynbuf_text bufs[5];
638 static int use_buf = 0; 626 static int use_buf = 0;
639 627
640 use_buf++; 628 use_buf++;
641 use_buf %= 5; 629 use_buf %= 5;
686 674
687 if (op->flag [FLAG_APPLIED]) 675 if (op->flag [FLAG_APPLIED])
688 { 676 {
689 switch (op->type) 677 switch (op->type)
690 { 678 {
679 case RANGED:
691 case BOW: 680 case BOW:
692 case WAND: 681 case WAND:
693 case ROD: 682 case ROD:
694 case HORN: 683 case HORN:
695 buf << " (applied)";
696 break;
697 case WEAPON: 684 case WEAPON:
698 buf << " (applied)"; 685 buf << " (applied)";
699 break; 686 break;
700 case ARMOUR: 687 case ARMOUR:
701 case HELMET: 688 case HELMET:
991 if (!identified) 978 if (!identified)
992 buf << "(unidentified)"; 979 buf << "(unidentified)";
993 980
994 switch (op->type) 981 switch (op->type)
995 { 982 {
983 case RANGED:
996 case BOW: 984 case BOW:
997 case ARROW: 985 case ARROW:
998 case WAND: 986 case WAND:
999 case ROD: 987 case ROD:
1000 case HORN: 988 case HORN:
1021 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); 1009 buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000);
1022 } 1010 }
1023 else 1011 else
1024 buf.printf ("(capacity %d; it is ", op->stats.maxsp); 1012 buf.printf ("(capacity %d; it is ", op->stats.maxsp);
1025 1013
1026 i = (op->stats.sp * 10) / op->stats.maxsp; 1014 i = op->stats.sp * 10 / max (op->stats.maxsp, 1);
1027 if (op->stats.sp == 0) 1015
1028 buf << "empty"; 1016 if (op->stats.sp == 0) buf << "empty";
1029 else if (i == 0) 1017 else if (i <= 0) buf << "almost empty";
1030 buf << "almost empty"; 1018 else if (i <= 2) buf << "partially filled";
1031 else if (i < 3) 1019 else if (i <= 5) buf << "half full";
1032 buf << "partially filled"; 1020 else if (i <= 8) buf << "well charged";
1033 else if (i < 6)
1034 buf << "half full";
1035 else if (i < 9)
1036 buf << "well charged";
1037 else if (op->stats.sp == op->stats.maxsp) 1021 else if (op->stats.sp < op->stats.maxsp) buf << "almost full";
1038 buf << "fully charged"; 1022 else buf << "fully charged";
1039 else
1040 buf << "almost full";
1041 1023
1042 buf << ')'; 1024 buf << ')';
1043 break; 1025 break;
1044 1026
1045 case LAMP: 1027 case LAMP:
1105 /* Down here, we more further describe equipment type items. 1087 /* Down here, we more further describe equipment type items.
1106 * only describe them if they have been identified or the like. 1088 * only describe them if they have been identified or the like.
1107 */ 1089 */
1108 if (identified || op->flag [FLAG_BEEN_APPLIED]) 1090 if (identified || op->flag [FLAG_BEEN_APPLIED])
1109 { 1091 {
1110 int attr, val;
1111
1112 for (attr = 0; attr < NUM_STATS; attr++) 1092 for (int attr = 0; attr < NUM_STATS; attr++)
1113 if ((val = op->stats.stat (attr))) 1093 if (int val = op->stats.stat (attr))
1114 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1094 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1115 1095
1116 if (op->stats.exp) 1096 if (op->stats.exp)
1117 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1097 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1118 1098
1119 switch (op->type) 1099 switch (op->type)
1120 { 1100 {
1101 case RANGED:
1121 case BOW: 1102 case BOW:
1122 case ARROW: 1103 case ARROW:
1123 case GIRDLE: 1104 case GIRDLE:
1124 case HELMET: 1105 case HELMET:
1125 case SHIELD: 1106 case SHIELD:
1168 { 1149 {
1169 int more_info = 0; 1150 int more_info = 0;
1170 1151
1171 switch (op->type) 1152 switch (op->type)
1172 { 1153 {
1154 case RANGED:
1173 case ROD: /* These use stats.sp for spell selection and stats.food */ 1155 case ROD: /* These use stats.sp for spell selection and stats.food */
1174 case HORN: /* and stats.hp for spell-point regeneration... */ 1156 case HORN: /* and stats.hp for spell-point regeneration... */
1175 case BOW: 1157 case BOW:
1176 case ARROW: 1158 case ARROW:
1177 case WAND: 1159 case WAND:
1210 1192
1211 if (more_info) 1193 if (more_info)
1212 { 1194 {
1213 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); 1195 if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food);
1214 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); 1196 if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace);
1215 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); 1197 if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp);
1216 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); 1198 if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp);
1217 } 1199 }
1218 1200
1219 if (op->stats.luck) 1201 if (op->stats.luck)
1220 buf.printf ("(luck%+d)", op->stats.luck); 1202 buf.printf ("(luck%+d)", op->stats.luck);
1364 else if (inv 1346 else if (inv
1365 && inv->msg 1347 && inv->msg
1366 && inv->type == SPELL 1348 && inv->type == SPELL
1367 && flag [FLAG_IDENTIFIED] 1349 && flag [FLAG_IDENTIFIED]
1368 && (type == SPELLBOOK || type == ROD || type == WAND 1350 && (type == SPELLBOOK || type == ROD || type == WAND
1369 || type == ROD || type == POTION || type == SCROLL)) 1351 || type == POTION || type == SCROLL))
1370 // for spellbooks and other stuff that contains spells, print the spell message, 1352 // for spellbooks and other stuff that contains spells, print the spell message,
1371 // unless the object has a custom message handled above. 1353 // unless the object has a custom message handled above.
1372 buf << '\r' << inv->msg << '\n'; 1354 buf << '\r' << inv->msg << '\n';
1373 1355
1374 // try to display the duration for some potions and scrolls 1356 // try to display the duration for some potions and scrolls
1429 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); 1411 op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ());
1430} 1412}
1431 1413
1432/* 1414/*
1433 * inventory prints object's inventory. If inv==NULL then print player's 1415 * inventory prints object's inventory. If inv==NULL then print player's
1434 * inventory. 1416 * inventory.
1435 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] 1417 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1436 */ 1418 */
1437const char * 1419const char *
1438object::query_inventory (object *who, const char *indent) 1420object::query_inventory (object *who, const char *indent)
1439{ 1421{

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