Crossfire Server, Branches 1.12
R18729
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Go to the source code of this file.
Functions | |
int | calc_item_power (const object *op, int flag) |
void | describe_item (const object *op, const object *owner, char *retbuf, size_t size) |
void | describe_monster (const object *op, char *retbuf, size_t size) |
void | describe_resistance (const object *op, int newline, char *buf, size_t size) |
void | get_levelnumber (int i, char *buf, size_t size) |
int | get_power_from_ench (int ench) |
const typedata * | get_typedata (int itemtype) |
const typedata * | get_typedata_by_name (const char *name) |
void | identify (object *op) |
int | is_magical (const object *op) |
int | need_identify (const object *op) |
void | query_base_name (const object *op, int plural, char *buf, size_t size) |
void | query_name (const object *op, char *buf, size_t size) |
void | query_short_name (const object *op, char *buf, size_t size) |
void | query_weight (const object *op, char *buf, size_t size) |
static void | ring_desc (const object *op, char *buf, size_t size) |
Variables | |
body_locations_struct | body_locations [NUM_BODY_LOCATIONS] |
static const int | enc_to_item_power [21] |
static const typedata | item_types [] |
static const int | item_types_size = sizeof(item_types)/sizeof(*item_types) |
static const char | levelnumbers [21][20] |
static const char | levelnumbers_10 [11][20] |
static const char | numbers_10 [10][20] |
Those functions deal with objects in general, including description, body location, and such.
Definition in file item.c.
int calc_item_power | ( | const object * | op, |
int | flag | ||
) |
This takes an object 'op' and figures out what its item_power rating should be. This should only really be used by the treasure generation code, and when loading legacy objects. It returns the item_power it calculates. If flag is 1, we return the number of enchantment, and not the the power. This is used in the treasure code.
op | object of which to compute the item_power |
flag | unused |
Definition at line 264 of file item.c.
References AMULET, ARMOUR, obj::attacktype, BOOTS, BRACERS, CLOAK, liv::exp, FLAG_LIFESAVE, FLAG_MAKE_INVIS, FLAG_REFL_MISSILE, FLAG_REFL_SPELL, FLAG_SEE_IN_DARK, FLAG_STEALTH, FLAG_XRAYS, liv::food, get_attr_value(), get_power_from_ench(), GIRDLE, GLOVES, liv::grace, HELMET, liv::hp, liv::luck, obj::magic, NROFATTACKS, NRSPELLPATHS, NUM_STATS, obj::path_attuned, obj::path_denied, obj::path_repelled, QUERY_FLAG, obj::resist, RING, SHIELD, obj::slaying, liv::sp, obj::stats, obj::type, and WEAPON.
Referenced by add_one_item(), fix_generated_item(), and local_check_loaded_object().
Describes an item, in all its details.
It would be really handy to actually pass another object pointer on who is examining this object. Then, you could reveal certain information depending on what the examiner knows, eg, wouldn't need to use the SEE_INVISIBLE flag to know it is a dragon player examining food. Could have things like a dwarven axe, in which the full abilities are only known to dwarves, etc.
Add 'owner' who is the person examining this object. owner can be null if no one is being associated with this item (eg, debug dump or the like)
op | object to describe. Must not be NULL. |
owner | player examining the object. |
retbuf | buffer that will contain the description. Must not be NULL. |
size | size of buffer. |
Definition at line 1018 of file item.c.
References liv::ac, AMULET, ARMOUR, ARMOUR_SPEED, ARMOUR_SPELLS, ARROW, atnr_is_dragon_enabled(), obj::attacktype, BOOTS, BOW, BRACERS, change_resist_msg, CLOAK, liv::dam, DESCRIBE_ABILITY_SAFE, describe_monster(), DESCRIBE_PATH_SAFE, describe_resistance(), DRINK, liv::exp, FLAG_BEEN_APPLIED, FLAG_CURSED, FLAG_IDENTIFIED, FLAG_LIFESAVE, FLAG_MONSTER, FLAG_REFL_MISSILE, FLAG_REFL_SPELL, FLAG_SEE_IN_DARK, FLAG_STEALTH, FLAG_XRAYS, FLESH, liv::food, FOOD, FORCE, get_attr_value(), GIRDLE, GLOVES, obj::glow_radius, liv::grace, HELMET, HORN, liv::hp, is_dragon_pl(), obj::item_power, LAMP, obj::last_eat, obj::level, liv::luck, obj::magic, liv::maxsp, MOVE_FLY_HIGH, MOVE_FLY_LOW, MOVE_SWIM, obj::move_type, need_identify(), NUM_STATS, obj::path_attuned, obj::path_denied, obj::path_repelled, PLAYER, POWER_CRYSTAL, QUERY_FLAG, RING, ring_desc(), ROD, SHIELD, short_stat_name, SKILL, SKILL_TOOL, obj::slaying, snprintf(), liv::sp, obj::stats, obj::title, obj::type, WAND, liv::wc, WEAPON, and WEAPON_SPEED.
Referenced by artifact_msg(), cfapi_object_describe(), common_ob_describe(), dump_abilities(), mon_desc(), perceive_self(), and START_TEST().
void describe_monster | ( | const object * | op, |
char * | retbuf, | ||
size_t | size | ||
) |
Describes a monster.
op | monster to describe. Must not be NULL. |
retbuf | buffer that will contain the description. Must not be NULL. |
size | buffer size. |
Definition at line 840 of file item.c.
References obj::attacktype, obj::below, archt::clone, obj::contr, DESCRIBE_ABILITY_SAFE, DESCRIBE_PATH_SAFE, pl::digestion, FABS, FLAG_CAN_USE_SKILL, FLAG_CAST_SPELL, FLAG_FRIENDLY, FLAG_HITBACK, FLAG_SEE_INVISIBLE, FLAG_STEALTH, FLAG_UNAGGRESSIVE, FLAG_UNDEAD, FLAG_USE_ARMOUR, FLAG_USE_BOW, FLAG_USE_RANGE, FLAG_USE_RING, FLAG_USE_SCROLL, FLAG_USE_WEAPON, pl::gen_grace, pl::gen_hp, pl::gen_sp, obj::inv, is_dragon_pl(), treasurestruct::item, treasureliststruct::items, liv::luck, MIN_ACTIVE_SPEED, obj::name, treasurestruct::next, NROFATTACKS, obj::path_attuned, obj::path_denied, obj::path_repelled, PLAYER, QUERY_FLAG, obj::randomitems, obj::resist, resist_plus, SKILL, snprintf(), obj::speed, SPELL, obj::stats, and obj::type.
Referenced by describe_item().
void describe_resistance | ( | const object * | op, |
int | newline, | ||
char * | buf, | ||
size_t | size | ||
) |
Generates the visible naming for resistances.
op | object we want information about. | |
newline | If TRUE, we don't put parens around the description but do put a newline at the end. Useful when dumping to files | |
[out] | buf | buffer that will receive the description. |
size | buffer size. |
Definition at line 399 of file item.c.
References atnr_is_dragon_enabled(), FLESH, NROFATTACKS, obj::resist, resist_plus, snprintf(), and obj::type.
Referenced by describe_item(), dump_gods(), god_info_msg(), and ring_desc().
void get_levelnumber | ( | int | i, |
char * | buf, | ||
size_t | size | ||
) |
Formats a level.
i | level to format. | |
[out] | buf | buffer which will contain the level. |
size | size of the buffer. |
Definition at line 444 of file item.c.
References levelnumbers, levelnumbers_10, numbers_10, and snprintf().
Referenced by examine(), and spellbook_type_apply().
int get_power_from_ench | ( | int | ench | ) |
Definition at line 240 of file item.c.
Referenced by calc_item_power(), and fix_generated_item().
const typedata* get_typedata | ( | int | itemtype | ) |
itemtype | item type for which to return typedata. |
Definition at line 352 of file item.c.
References item_types_size.
Referenced by CREResourcesWindow::fillArtifacts(), parse_shop_string(), query_cost(), query_cost_string(), and CREFacePanel::setFace().
const typedata* get_typedata_by_name | ( | const char * | name | ) |
name | item name for which to return typedata. Singular form is preferred. |
Definition at line 372 of file item.c.
References item_types_size, llevInfo, and LOG().
Referenced by parse_shop_string().
void identify | ( | object * | op | ) |
Identifies an item. Supposed to fix face-values as well here, but later.
op | item to identify. Can be already identified without ill effects. |
Definition at line 1447 of file item.c.
References add_refcount(), obj::arch, CLEAR_FLAG, archt::clone, obj::env, esrv_update_item(), FLAG_BLESSED, FLAG_CURSED, FLAG_DAMNED, FLAG_IDENTIFIED, FLAG_KNOWN_BLESSED, FLAG_KNOWN_CURSED, FLAG_KNOWN_MAGICAL, FLAG_NO_SKILL_IDENT, free_string(), get_player_container(), obj::inv, obj::map, obj::name, obj::name_pl, PLAYER, POTION, present(), QUERY_FLAG, obj::randomitems, SET_FLAG, obj::title, obj::type, UP_OBJ_FACE, UPD_ALL, UPD_FACE, UPD_NAME, update_object(), obj::x, and obj::y.
Referenced by auto_apply(), cast_identify(), cfapi_object_identify(), do_skill_ident2(), identify_altar_type_move_on(), potion_type_apply(), scroll_type_apply(), sell_item(), and spellbook_type_apply().
int is_magical | ( | const object * | op | ) |
Checks whether object is magical.
A magical item is one that increases/decreases any abilities, provides a resistance, has a generic magical bonus, or is an artifact.
op | item to check. |
Definition at line 1312 of file item.c.
References liv::ac, AMULET, ARMOUR, ATNR_PHYSICAL, BOOTS, liv::dam, liv::exp, FLAG_ALIVE, FLAG_REFL_MISSILE, FLAG_REFL_SPELL, FLAG_STEALTH, FLAG_XRAYS, liv::food, get_attr_value(), GIRDLE, GLOVES, HELMET, liv::hp, liv::luck, obj::magic, obj::move_type, NROFATTACKS, NUM_STATS, POTION, POWER_CRYSTAL, QUERY_FLAG, obj::resist, RING, ROD, SCROLL, SHIELD, liv::sp, SPELLBOOK, obj::stats, obj::title, obj::type, WAND, and liv::wc.
Referenced by cast_detection(), cfapi_object_get_property(), do_skill_detect_magic(), query_base_name(), and query_short_name().
int need_identify | ( | const object * | op | ) |
This function really should not exist - by default, any item not identified should need it.
op | item to check. |
Definition at line 1401 of file item.c.
References AMULET, ARMOUR, ARROW, BOOK, BOOTS, BOW, BRACERS, CLOAK, CLOSE_CON, CONTAINER, DRINK, FLESH, FOOD, GEM, GIRDLE, GLOVES, HELMET, HORN, INORGANIC, POISON, POTION, POWER_CRYSTAL, RING, ROD, SCROLL, SHIELD, SKILL, SKILL_TOOL, SKILLSCROLL, SPELLBOOK, obj::type, WAND, and WEAPON.
Referenced by cast_identify(), command_create(), describe_item(), do_skill_ident2(), examine(), give_initial_items(), identify_altar_type_move_on(), query_base_name(), query_cost(), and query_short_name().
void query_base_name | ( | const object * | op, |
int | plural, | ||
char * | buf, | ||
size_t | size | ||
) |
Query a short name for the item.
This is a lot like query_name(), but we don't include the item count or item status. Used for inventory sorting and sending to client. If plural is set, we generate the plural name of this.
op | item we want the name of. |
plural | whether to get the singular or plural name |
buf | buffer that will contain the object's name. Must not be NULL. |
size | buffer's length |
Definition at line 732 of file item.c.
References AMULET, obj::arch, archt::clone, _materialtype::description, FLAG_BEEN_APPLIED, FLAG_IDENTIFIED, obj::inv, IS_ARMOR, is_magical(), IS_WEAPON, obj::level, llevError, LOG(), M_SPECIAL, obj::magic, obj::material, obj::materialname, MAX_BUF, _materialtype::name, obj::name, obj::name_pl, name_to_material(), need_identify(), obj::nrof, QUERY_FLAG, RING, ring_desc(), ROD, safe_strcat(), SCROLL, SKILL, snprintf(), SPELLBOOK, obj::title, obj::type, WAND, and obj::weight.
Referenced by add_object_to_socklist(), add_shop_item(), cfapi_object_get_property(), change_spell(), command_rename_item(), esrv_update_item(), fire_misc_object(), item_matched_string(), matches_sacrifice(), rangetostring(), and use_alchemy().
void query_name | ( | const object * | op, |
char * | buf, | ||
size_t | size | ||
) |
Describes an item.
op | item to describe. Must not be NULL. |
buf | buffer that will contain the description. |
size | size of buffer. |
Definition at line 628 of file item.c.
References AMULET, ARMOUR, BOOTS, BOW, BRACERS, CLOAK, obj::container, CONTAINER, _materialtype::description, obj::env, FLAG_APPLIED, FLAG_BLESSED, FLAG_CURSED, FLAG_DAMNED, FLAG_IDENTIFIED, FLAG_INV_LOCKED, FLAG_KNOWN_BLESSED, FLAG_KNOWN_CURSED, FLAG_KNOWN_MAGICAL, FLAG_UNPAID, GIRDLE, GLOVES, HELMET, HORN, IS_ARMOR, IS_SHIELD, IS_WEAPON, obj::materialname, name_to_material(), QUERY_FLAG, query_short_name(), RING, ROD, safe_strcat(), SHIELD, SKILL, obj::type, WAND, and WEAPON.
Referenced by animate_weapon(), apply_builder_item(), apply_builder_remove(), apply_container(), apply_special(), attack_hth(), attempt_steal(), blind_living(), cast_smite_spell(), cast_spell(), cfapi_object_find_archetype_inside(), cfapi_object_forget_spell(), cfapi_object_get_property(), change_exp(), change_spell(), check_race_restrictions(), command_insert_into(), command_mark(), command_remove(), common_ob_describe(), converter_type_move_on(), do_skill(), do_skill_attack(), do_throw(), drop_object(), empty_container(), exit_type_apply(), find_key(), find_mon_throw_ob(), find_player(), find_throw_ob(), get_payment(), god_examines_item(), hit_with_one_attacktype(), inventory(), item_matched_string(), kill_object(), leave(), legacy_ob_describe(), look_at(), make_formula_book(), mark_item_cmd(), npc_say(), pick_up_object(), player_apply(), polymorph_melt(), put_object_in_sack(), recharge(), recursive_roll(), sack_can_hold(), save_life(), sell_item(), singing(), skillscroll_type_apply(), spellbook_type_apply(), transport_type_apply(), treasure_type_apply(), unapply_for_ob(), unapply_special(), use_oratory(), and write_scroll().
void query_short_name | ( | const object * | op, |
char * | buf, | ||
size_t | size | ||
) |
query_short_name(object) is similar to query_name(), but doesn't contain any information about object status (worn/cursed/etc.)
op | object to describe. |
buf | buffer which will contain the name. Must not be NULL. |
size | buffer length. |
Definition at line 551 of file item.c.
References AMULET, FLAG_BEEN_APPLIED, FLAG_IDENTIFIED, obj::inv, is_magical(), obj::level, llevError, LOG(), obj::magic, obj::name, obj::name_pl, need_identify(), obj::nrof, QUERY_FLAG, RING, ring_desc(), ROD, safe_strcat(), SCROLL, SKILL, snprintf(), SPELLBOOK, obj::title, obj::type, VERY_BIG_BUF, WAND, and obj::weight.
Referenced by cast_item_curse_or_curse(), cfapi_object_get_property(), command_lock_item(), dragon_ability_gain(), follower_remove_given_items(), god_gives_present(), item_matched_string(), player_attack_door(), query_name(), remove_force(), transmute_item_to_flower(), and write_note().
void query_weight | ( | const object * | op, |
char * | buf, | ||
size_t | size | ||
) |
Formats the item's weight.
op | object we want the weight of. | |
[out] | buf | buffer to write to. |
size | buffer size. |
Definition at line 424 of file item.c.
References obj::carrying, obj::nrof, snprintf(), and obj::weight.
Referenced by inventory().
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Describes a ring or amulet.
op | item to describe. |
buf | buffer that will contain the description. |
size | size of buffer. |
Definition at line 483 of file item.c.
References liv::ac, liv::dam, DESCRIBE_PATH_SAFE, describe_resistance(), liv::exp, FLAG_IDENTIFIED, FLAG_LIFESAVE, FLAG_REFL_MISSILE, FLAG_REFL_SPELL, FLAG_STEALTH, liv::food, get_attr_value(), liv::grace, liv::hp, liv::luck, NUM_STATS, obj::path_attuned, obj::path_denied, obj::path_repelled, QUERY_FLAG, short_stat_name, SKILL, snprintf(), liv::sp, obj::stats, obj::type, and liv::wc.
Referenced by describe_item(), query_base_name(), and query_short_name().
body_locations_struct body_locations[NUM_BODY_LOCATIONS] |
The ordering of this is actually doesn't make a difference However, for ease of use, new entries should go at the end so those people that debug the code that get used to something being in the location 4 don't get confused.
The ordering in save_name, use_name, nonuse_name. save_name is the name used to load/save it from files. It should match that of the doc/Developers/objects. The only real limitation is that it shouldn't have spaces or other characters that may mess up the match code. It must also start with body_ use_name is how we describe the location if we can use it. nonuse_name is how we describe it if we can't use it. I think the values below will make it pretty clear how those work out They are basically there to make life a little easier - if a character examines an item and it says it goes on 'your arm', its pretty clear they can use it. See the last sample (commented out) for a dragon Note that using the term 'human' may not be very accurate, humanoid may be better. Basically, for the use/nonuse, the code does something like: "This item goes %s\n", with the use/nonuse values filling in the s
Definition at line 64 of file item.c.
Referenced by command_body(), and examine().
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This curve may be too steep. But the point is that there should be tough choices - there is no real point to this if everyone can wear whatever they want with no worries. Perhaps having the steep curve is good (maybe even steeper), but allowing players to have 2 * level instead. Ideally, top level characters should only be able to use 2-3 of the most powerful items. note that this table is only really used for program generated items - custom objects can use whatever they want.
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The following is a large table of item types, the fields are: item number, item name, item name (plural), and two numbers that are the skills used to identify them. Anytime a new item type is added or removed, this list should be altered to reflect that. The defines for the numerical values are in define.h
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Number of items in item_types array.
Definition at line 222 of file item.c.
Referenced by get_typedata(), and get_typedata_by_name().
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Levels as a full name and not a number.
Definition at line 89 of file item.c.
Referenced by get_levelnumber().
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Tens for levels
Definition at line 97 of file item.c.
Referenced by get_levelnumber().
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Tens
Definition at line 83 of file item.c.
Referenced by get_levelnumber().