Crossfire Server, Trunk
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#include "global.h"
#include <assert.h>
#include <bitset>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "living.h"
#include "spells.h"
Go to the source code of this file.
Functions | |
static int | bits_set (uint32_t x) |
int | calc_item_power (const object *op) |
StringBuffer * | describe_item (const object *op, const object *owner, int use_media_tags, StringBuffer *buf) |
StringBuffer * | describe_monster (const object *op, int use_media_tags, StringBuffer *buf) |
StringBuffer * | describe_resistance (const object *op, int newline, int use_media_tags, StringBuffer *buf) |
int | get_power_from_ench (int ench) |
const typedata * | get_typedata (int itemtype) |
const typedata * | get_typedata_by_name (const char *name) |
object * | identify (object *op) |
int | is_identifiable_type (const object *op) |
int | is_identified (const object *op) |
int | is_magical (const object *op) |
void | object_give_identified_properties (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 StringBuffer * | ring_desc (const object *op, int use_media_tags, StringBuffer *buf) |
Variables | |
body_locations_struct | body_locations [NUM_BODY_LOCATIONS] |
static const int | enc_to_item_power [] |
static const typedata | item_types [] |
static const int | item_types_size = sizeof(item_types)/sizeof(*item_types) |
Those functions deal with objects in general, including description, body location, and such.
Definition in file item.cpp.
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Definition at line 220 of file item.cpp.
References diamondslots::x.
Referenced by calc_item_power().
int calc_item_power | ( | const object * | op | ) |
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.
op | object of which to compute the item_power |
Definition at line 235 of file item.cpp.
References AMULET, ARMOUR, bits_set(), BOOTS, BRACERS, CLOAK, FLAG_LIFESAVE, FLAG_MAKE_INVIS, FLAG_REFL_MISSILE, FLAG_REFL_SPELL, FLAG_SEE_IN_DARK, FLAG_STEALTH, FLAG_XRAYS, get_attr_value(), get_power_from_ench(), GIRDLE, GLOVES, HELMET, if(), INORGANIC, NROFATTACKS, NUM_STATS, give::op, QUERY_FLAG, RING, SHIELD, Ice::tmp, and WEAPON.
Referenced by add_one_item(), fix_generated_item(), and local_check_loaded_object().
StringBuffer* describe_item | ( | const object * | op, |
const object * | owner, | ||
int | use_media_tags, | ||
StringBuffer * | buf | ||
) |
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. |
use_media_tags | if non-zero, then media tags (colors and such) are inserted in the description. This enables the player to more easily see some things. |
buf | buffer that will contain the description. Can be NULL. |
Definition at line 951 of file item.cpp.
References AMULET, ARMOUR, ARMOUR_SPEED, ARMOUR_SPELLS, ARROW, atnr_is_dragon_enabled(), BOOTS, BOW, BRACERS, buf, change_resist_msg, CLOAK, describe_attacktype(), describe_monster(), describe_resistance(), describe_spellpath_attenuation(), DRINK, FLAG_BEEN_APPLIED, FLAG_CURSED, FLAG_LIFESAVE, FLAG_MONSTER, FLAG_REFL_MISSILE, FLAG_REFL_SPELL, FLAG_REFLECTING, FLAG_SEE_IN_DARK, FLAG_STEALTH, FLAG_XRAYS, FLESH, FMT64, FOOD, FORCE, get_attr_value(), GIRDLE, GLOVES, HELMET, is_dragon_pl(), is_identified(), LAMP, MOVE_FLY_HIGH, MOVE_FLY_LOW, MOVE_SWIM, NUM_STATS, give::op, PLAYER, QUERY_FLAG, RING, ring_desc(), ROD, SHIELD, short_stat_name, SKILL, SKILL_TOOL, stringbuffer_append_printf(), stringbuffer_append_string(), stringbuffer_new(), WAND, WEAPON, and WEAPON_SPEED.
Referenced by artifact_describe(), ArtifactPanel::artifactChanged(), cfapi_object_describe(), common_ob_describe(), dump_abilities(), knowledge_add_probe_monster(), knowledge_monster_detail(), mon_desc(), perceive_self(), and START_TEST().
StringBuffer* describe_monster | ( | const object * | op, |
int | use_media_tags, | ||
StringBuffer * | buf | ||
) |
Describes a monster.
op | monster to describe. Must not be NULL, and must have FLAG_MONSTER or be a PLAYER. |
use_media_tags | if non-zero, then media tags (colors and such) are inserted in the description. This enables the player to more easily see some things. |
buf | buffer that will contain the description. Can be NULL. |
Definition at line 777 of file item.cpp.
References buf, describe_attacktype(), describe_resistance(), describe_spellpath_attenuation(), FABS, FLAG_CAN_USE_SKILL, FLAG_CAST_SPELL, FLAG_FRIENDLY, FLAG_HITBACK, FLAG_MONSTER, 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, is_dragon_pl(), MIN_ACTIVE_SPEED, object_find_by_type_and_name(), give::op, PLAYER, QUERY_FLAG, SKILL, SPELL, stringbuffer_append_printf(), stringbuffer_append_string(), stringbuffer_new(), Floor::t, and Ice::tmp.
Referenced by describe_item(), and START_TEST().
StringBuffer* describe_resistance | ( | const object * | op, |
int | newline, | ||
int | use_media_tags, | ||
StringBuffer * | buf | ||
) |
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 |
use_media_tags | if non-zero, then media tags (colors and such) are inserted in the description. This enables the player to more easily see some things. |
buf | buffer that will receive the description. Can be NULL. |
Definition at line 372 of file item.cpp.
References atnr_is_dragon_enabled(), buf, FLESH, NROFATTACKS, give::op, resist_color, resist_plus, stringbuffer_append_printf(), stringbuffer_append_string(), and stringbuffer_new().
Referenced by describe_god(), describe_item(), describe_monster(), dump_gods(), and ring_desc().
int get_power_from_ench | ( | int | ench | ) |
Definition at line 212 of file item.cpp.
References enc_to_item_power.
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 323 of file item.cpp.
References item_types, and item_types_size.
Referenced by cost_approx_str(), ArtifactListWrapper::displayName(), examine_autoidentify(), is_identifiable_type(), CREMainWindow::onReportArchetypes(), parse_shop_string(), price_approx(), and skill_ident().
const typedata* get_typedata_by_name | ( | const char * | name | ) |
name | item name for which to return typedata. Singular form is preferred. |
Definition at line 343 of file item.cpp.
References item_types, item_types_size, llevInfo, LOG(), and give::name.
Referenced by parse_shop_string().
Identifies an item. Supposed to fix face-values as well here, but later. Note - this may merge op with other object, so this function returns either the merged object or the original if no merge happened.
op | item to identify. Can be already identified without ill effects. |
object | The identify object - this may vary from op if the object was merged. |
Definition at line 1421 of file item.cpp.
References add_refcount(), CLEAR_FLAG, esrv_update_item(), FLAG_BLESSED, FLAG_CURSED, FLAG_DAMNED, FLAG_IDENTIFIED, FLAG_KNOWN_BLESSED, FLAG_KNOWN_CURSED, FLAG_NO_SKILL_IDENT, free_string(), GET_MAP_TOP, map_find_by_type(), object_get_player_container(), object_give_identified_properties(), object_merge(), object_update(), give::op, altar_valkyrie::pl, PLAYER, POTION, QUERY_FLAG, SET_FLAG, UP_OBJ_FACE, UPD_ALL, UPD_FACE, UPD_FLAGS, and UPD_NAME.
Referenced by apply_auto(), cast_create_food(), cast_identify(), cfapi_object_identify(), identify_altar_type_move_on(), identify_object_with_skill(), monster_do_talk_npc(), CRETreasurePanel::onGenerate(), potion_type_apply(), scroll_type_apply(), sell_item(), and spellbook_type_apply().
int is_identifiable_type | ( | const object * | op | ) |
Return true if this item's type is one that cares about whether or not it's been identified – e.g. money and walls don't care (they are considered to be "always identified" no matter what FLAG_IDENTIFIED says) but weapons and scrolls do. In practice, this means anything with at least one identifyskill in the typedata, or skill tools (which have no identifyskill, but can still be IDed using magic).
op | Object to check. |
Definition at line 1324 of file item.cpp.
References get_typedata(), typedata::identifyskill, give::op, and SKILL_TOOL.
Referenced by command_create(), examine_fluff(), give_initial_items(), and is_identified().
int is_identified | ( | const object * | op | ) |
Return true if the item is identified, either because it is of a type that doesn't ever need identification (e.g. money), or because it has FLAG_IDENTIFIED set. Uses is_identifiable_type() to distinguish between the two cases.
op | Object to check. |
Definition at line 1348 of file item.cpp.
References FLAG_IDENTIFIED, is_identifiable_type(), give::op, and QUERY_FLAG.
Referenced by add_abilities(), cast_create_food(), cast_identify(), describe_item(), examine(), examine_fluff(), examine_rod_charge_level(), examine_wand_charge_level(), identify_altar_type_move_on(), identify_object_with_skill(), make_item_from_recipe(), price_base(), query_base_name(), query_flags(), query_short_name(), and spellbook_type_describe().
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 1227 of file item.cpp.
References AMULET, ARMOUR, ATNR_PHYSICAL, BOOTS, FLAG_ALIVE, FLAG_REFL_MISSILE, FLAG_REFL_SPELL, FLAG_STEALTH, FLAG_XRAYS, get_attr_value(), GIRDLE, GLOVES, HELMET, NROFATTACKS, NUM_STATS, give::op, POTION, POWER_CRYSTAL, QUERY_FLAG, RING, ROD, SCROLL, SHIELD, SPELLBOOK, and WAND.
Referenced by apply_auto(), cast_detection(), cfapi_object_get_property(), detect_magic_on_item(), query_base_name(), and query_short_name().
void object_give_identified_properties | ( | object * | op | ) |
Ensure op has all its "identified" properties set.
op | object to process. |
Definition at line 1356 of file item.cpp.
References animate::anim, animate_object(), CLEAR_FLAG, FLAG_ANIMATE, FLAG_CLIENT_ANIM_RANDOM, FLAG_CLIENT_ANIM_SYNC, FLAG_IS_TURNABLE, FREE_AND_COPY, castle_read::key, object_get_value(), object_set_value(), give::op, QUERY_FLAG, SET_FLAG, sstring, try_find_animation(), and try_find_face().
Referenced by add_abilities(), add_one_item(), ArtifactPanel::artifactChanged(), check_loaded_object(), command_create(), identify(), make_item_from_recipe(), and recipe_get_face().
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 689 of file item.cpp.
References AMULET, buf, FLAG_BEEN_APPLIED, FLAG_IDENTIFIED, is_identified(), is_magical(), give::op, QUERY_FLAG, RING, ring_desc(), ROD, safe_strcat(), SCROLL, SKILL, SPELLBOOK, stringbuffer_finish(), strlcpy(), and WAND.
Referenced by add_object_to_socklist(), add_shop_item(), cfapi_object_get_property(), change_spell(), command_rename_item(), esrv_update_item(), fire_misc_object(), matches_sacrifice(), object_matches_string(), 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 588 of file item.cpp.
References AMULET, ARMOUR, BOOK, BOOTS, BOW, BRACERS, buf, CLOAK, CONTAINER, FLAG_APPLIED, FLAG_BLESSED, FLAG_CURSED, FLAG_DAMNED, FLAG_IDENTIFIED, FLAG_INV_LOCKED, FLAG_KNOWN_BLESSED, FLAG_KNOWN_CURSED, FLAG_KNOWN_MAGICAL, FLAG_NO_SKILL_IDENT, FLAG_UNPAID, GIRDLE, GLOVES, HELMET, give::op, QUERY_FLAG, query_short_name(), RING, ROD, safe_strcat(), SHIELD, SKILL, WAND, and WEAPON.
Referenced by animate_weapon(), apply_builder_item(), apply_builder_remove(), apply_by_living(), apply_check_apply_restrictions(), apply_check_race_restrictions(), apply_container(), apply_special(), apply_update_ranged_skill(), attack_hth(), attempt_jump(), attempt_steal(), blind_living(), cast_smite_spell(), cast_spell(), cfapi_object_find_archetype_inside(), cfapi_object_forget_spell(), cfapi_object_get_property(), change_spell(), 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_player_options(), find_throw_ob(), god_examines_item(), hit_with_one_attacktype(), inventory(), kill_object(), knowledge_alchemy_detail(), lamp_type_describe(), leave(), legacy_ob_describe(), look_at(), make_formula_book(), mark_item_cmd(), mimic_type_apply(), monster_can_detect_enemy(), monster_find_throw_ob(), monster_format_say(), object_matches_string(), CREUtils::objectNode(), pick_up_object(), polymorph_melt(), power_crystal_describe(), power_crystal_type_apply(), put_object_in_sack(), recharge(), recursive_roll(), sack_can_hold(), save_life(), save_throw_object(), sell_item(), shop_pay_unpaid_callback(), singing(), skillscroll_type_apply(), spellbook_type_apply(), spellbook_type_describe(), 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 513 of file item.cpp.
References AMULET, buf, FLAG_BEEN_APPLIED, FLAG_IDENTIFIED, is_identified(), is_magical(), give::op, QUERY_FLAG, RING, ring_desc(), ROD, safe_strcat(), SCROLL, SKILL, SPELLBOOK, stringbuffer_finish(), strlcpy(), and WAND.
Referenced by cast_item_curse_or_bless(), cfapi_object_get_property(), command_lock_item(), dragon_ability_gain(), follower_remove_given_items(), god_gives_present(), lock_item_cmd(), object_matches_string(), player_attack_door(), query_name(), remove_force(), spellbook_type_apply(), 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 415 of file item.cpp.
References buf, NROF(), and give::op.
Referenced by inventory().
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Describes a ring or amulet, or a skill.
op | item to describe, must be RING, AMULET or SKILL. |
use_media_tags | if non-zero, then media tags (colors and such) are inserted in the description. This enables the player to more easily see some things. |
buf | buffer that will contain the description. If NULL a new one is created. |
Definition at line 438 of file item.cpp.
References AMULET, buf, describe_resistance(), describe_spellpath_attenuation(), FLAG_IDENTIFIED, FLAG_LIFESAVE, FLAG_REFL_MISSILE, FLAG_REFL_SPELL, FLAG_STEALTH, FMT64, get_attr_value(), NUM_STATS, give::op, QUERY_FLAG, RING, short_stat_name, SKILL, stringbuffer_append_printf(), stringbuffer_append_string(), stringbuffer_length(), and stringbuffer_new().
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 55 of file item.cpp.
Referenced by command_body(), examine(), get_ob_diff(), and set_body_info().
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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.
Definition at line 205 of file item.cpp.
Referenced by get_power_from_ench().
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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
Definition at line 79 of file item.cpp.
Referenced by get_typedata(), and get_typedata_by_name().
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Number of items in item_types array.
Definition at line 194 of file item.cpp.
Referenced by get_typedata(), and get_typedata_by_name().