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 | |
… | |
… | |
369 | { |
359 | { |
370 | return data [itemtype]; |
360 | return data [itemtype]; |
371 | } |
361 | } |
372 | } get_typedata_; |
362 | } get_typedata_; |
373 | |
363 | |
374 | /* 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 |
375 | * isn't one, returns NULL */ |
365 | * isn't one, returns NULL */ |
376 | const typedata * |
366 | const typedata * |
377 | get_typedata (int itemtype) |
367 | get_typedata (int itemtype) |
378 | { |
368 | { |
379 | return get_typedata_ (itemtype); |
369 | return get_typedata_ (itemtype); |
380 | } |
370 | } |
381 | |
371 | |
382 | /* 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 |
383 | * 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 |
384 | * one return NULL */ |
374 | * one return NULL */ |
385 | const typedata * |
375 | const typedata * |
386 | get_typedata_by_name (const char *name) |
376 | get_typedata_by_name (const char *name) |
387 | { |
377 | { |
… | |
… | |
426 | * Seems to be used only by unimportant stuff. Remove? |
416 | * Seems to be used only by unimportant stuff. Remove? |
427 | */ |
417 | */ |
428 | const char * |
418 | const char * |
429 | query_weight (const object *op) |
419 | query_weight (const object *op) |
430 | { |
420 | { |
431 | static char buf[10]; |
421 | static char buf[32]; |
432 | sint32 i = op->total_weight (); |
422 | sint32 i = op->total_weight (); |
433 | |
423 | |
434 | if (op->weight < 0) |
424 | if (op->weight < 0) |
435 | return " "; |
425 | return " "; |
436 | |
426 | |
… | |
… | |
487 | */ |
477 | */ |
488 | static const char * |
478 | static const char * |
489 | ring_desc (const object *op) |
479 | ring_desc (const object *op) |
490 | { |
480 | { |
491 | static dynbuf_text buf; buf.clear (); |
481 | static dynbuf_text buf; buf.clear (); |
492 | int attr, val, len; |
482 | int attr, val; |
493 | |
483 | |
494 | if (op->flag [FLAG_IDENTIFIED]) |
484 | if (op->flag [FLAG_IDENTIFIED]) |
495 | { |
485 | { |
496 | for (attr = 0; attr < NUM_STATS; attr++) |
486 | for (attr = 0; attr < NUM_STATS; attr++) |
497 | if ((val = op->stats.stat (attr))) |
487 | if ((val = op->stats.stat (attr))) |
… | |
… | |
525 | |
515 | |
526 | return buf; |
516 | return buf; |
527 | } |
517 | } |
528 | |
518 | |
529 | /* |
519 | /* |
530 | * 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 |
531 | * contain any information about object status (worn/cursed/etc.) |
521 | * contain any information about object status (worn/cursed/etc.) |
532 | * |
522 | * |
533 | * 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. |
534 | */ |
524 | */ |
535 | const char * |
525 | const char * |
… | |
… | |
631 | * It is also used by examine/ex and similar functions. |
621 | * It is also used by examine/ex and similar functions. |
632 | */ |
622 | */ |
633 | const char * |
623 | const char * |
634 | query_name (const object *op) |
624 | query_name (const object *op) |
635 | { |
625 | { |
636 | int len = 0; |
|
|
637 | static dynbuf_text bufs[5]; |
626 | static dynbuf_text bufs[5]; |
638 | static int use_buf = 0; |
627 | static int use_buf = 0; |
639 | |
628 | |
640 | use_buf++; |
629 | use_buf++; |
641 | use_buf %= 5; |
630 | use_buf %= 5; |
… | |
… | |
1021 | buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); |
1010 | buf.printf ("(capacity %dk; it is ", op->stats.maxsp / 1000); |
1022 | } |
1011 | } |
1023 | else |
1012 | else |
1024 | buf.printf ("(capacity %d; it is ", op->stats.maxsp); |
1013 | buf.printf ("(capacity %d; it is ", op->stats.maxsp); |
1025 | |
1014 | |
1026 | i = (op->stats.sp * 10) / op->stats.maxsp; |
1015 | i = op->stats.sp * 10 / max (op->stats.maxsp, 1); |
1027 | if (op->stats.sp == 0) |
1016 | |
1028 | buf << "empty"; |
1017 | if (op->stats.sp == 0) buf << "empty"; |
1029 | else if (i == 0) |
1018 | else if (i <= 0) buf << "almost empty"; |
1030 | buf << "almost empty"; |
1019 | else if (i <= 2) buf << "partially filled"; |
1031 | else if (i < 3) |
1020 | else if (i <= 5) buf << "half full"; |
1032 | buf << "partially filled"; |
1021 | 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) |
1022 | else if (op->stats.sp < op->stats.maxsp) buf << "almost full"; |
1038 | buf << "fully charged"; |
1023 | else buf << "fully charged"; |
1039 | else |
|
|
1040 | buf << "almost full"; |
|
|
1041 | |
1024 | |
1042 | buf << ')'; |
1025 | buf << ')'; |
1043 | break; |
1026 | break; |
1044 | |
1027 | |
1045 | case LAMP: |
1028 | case LAMP: |
… | |
… | |
1210 | |
1193 | |
1211 | if (more_info) |
1194 | if (more_info) |
1212 | { |
1195 | { |
1213 | if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1196 | if (op->stats.food) buf.printf ("(sustenance%+d)", op->stats.food); |
1214 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1197 | if (op->stats.grace) buf.printf ("(grace%+d)", op->stats.grace); |
1215 | if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1198 | if (op->stats.sp) buf.printf ("(magic%+d)", op->stats.sp); |
1216 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1199 | if (op->stats.hp) buf.printf ("(regeneration%+d)", op->stats.hp); |
1217 | } |
1200 | } |
1218 | |
1201 | |
1219 | if (op->stats.luck) |
1202 | if (op->stats.luck) |
1220 | buf.printf ("(luck%+d)", op->stats.luck); |
1203 | buf.printf ("(luck%+d)", op->stats.luck); |
… | |
… | |
1364 | else if (inv |
1347 | else if (inv |
1365 | && inv->msg |
1348 | && inv->msg |
1366 | && inv->type == SPELL |
1349 | && inv->type == SPELL |
1367 | && flag [FLAG_IDENTIFIED] |
1350 | && flag [FLAG_IDENTIFIED] |
1368 | && (type == SPELLBOOK || type == ROD || type == WAND |
1351 | && (type == SPELLBOOK || type == ROD || type == WAND |
1369 | || type == ROD || type == POTION || type == SCROLL)) |
1352 | || type == POTION || type == SCROLL)) |
1370 | // 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, |
1371 | // unless the object has a custom message handled above. |
1354 | // unless the object has a custom message handled above. |
1372 | buf << '\r' << inv->msg << '\n'; |
1355 | buf << '\r' << inv->msg << '\n'; |
1373 | |
1356 | |
1374 | // try to display the duration for some potions and scrolls |
1357 | // try to display the duration for some potions and scrolls |
… | |
… | |
1429 | op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); |
1412 | op->contr->infobox (MSG_CHANNEL ("examine"), info.c_str ()); |
1430 | } |
1413 | } |
1431 | |
1414 | |
1432 | /* |
1415 | /* |
1433 | * 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 |
1434 | * inventory. |
1417 | * inventory. |
1435 | * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1418 | * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ] |
1436 | */ |
1419 | */ |
1437 | const char * |
1420 | const char * |
1438 | object::query_inventory (object *who, const char *indent) |
1421 | object::query_inventory (object *who, const char *indent) |
1439 | { |
1422 | { |