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/*
* Copyright (C) 2002 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <cstdio>
#include "objs.h"
#include "game.h"
#include "items.h"
#include "gamewin.h"
#include "actors.h"
using std::string;
#ifndef HAVE_SNPRINTF
extern int snprintf(char *, size_t, const char *, /*args*/ ...);
namespace std {
using ::snprintf;
}
#else
#endif
#ifndef UNDER_CE
using std::strchr;
#endif
/*
* For objects that can have a quantity, the name is in the format:
* %1/%2/%3/%4
* Where
* %1 : singular prefix (e.g. "a")
* %2 : main part of name
* %3 : singular suffix
* %4 : plural suffix (e.g. "s")
*/
/*
* Extracts the first, second and third parts of the name string
*/
static void get_singular_name
(
const char *name, // Raw name string from TEXT.FLX
string& output_name // Output string
)
{
if(*name != '/') // Output the first part
{
do
output_name += *name++;
while(*name != '/' && *name != '\0');
if(*name == '\0') // should not happen
{
output_name = "?";
return;
}
// If there is a first part it is followed by a space
output_name += ' ';
}
name++;
// Output the second part
while(*name != '/' && *name != '\0')
output_name += *name++;
if(*name == '\0') // should not happen
{
output_name = "?";
return;
}
name++;
// Output the third part
while(*name != '/' && *name != '\0')
output_name += *name++;
if(*name == '\0') // should not happen
{
output_name = "?";
return;
}
name++;
}
/*
* Extracts the second and fourth parts of the name string
*/
static void get_plural_name
(
const char *name,
int quantity,
string& output_name
)
{
char buf[20];
snprintf(buf, 20, "%d ", quantity); // Output the quantity
output_name = buf;
// Skip the first part
while(*name != '/' && *name != '\0')
name++;
if(*name == '\0') // should not happen
{
output_name = "?";
return;
}
name++;
// Output the second part
while(*name != '/' && *name != '\0')
output_name += *name++;
if(*name == '\0') // should not happen
{
output_name = "?";
return;
}
name++;
// Skip the third part
while(*name != '/' && *name != '\0')
name++;
if(*name == '\0') // should not happen
{
output_name = "?";
return;
}
name++;
while(*name != '\0') // Output the last part
output_name += *name++;
}
/*
* Returns the string to be displayed when the item is clicked on
*/
string Game_object::get_name
(
) const
{
int quantity;
string display_name;
int shnum = get_shapenum();
int frnum = get_framenum();
int qual = get_quality();
int index = -1;
if (GAME_BG) {
//TODO: yourself
switch (shnum) // Some special cases!
{
case 0x34a: // Reagents
index = 0x500 + frnum;
break;
case 0x3bb: // Amulets
if (frnum < 3)
index = 0x508 + frnum;
else
index = shnum;
break;
case 0x179: // Food items
index = 0x50b + frnum;
break;
case 0x28a: // Sextants
index = 0x52c - frnum;
break;
case 0x2a3: // Desk items
index = 0x52d + frnum;
break;
case 0x390: // "Blood"
if (frnum < 4)
index = 0x390;
else
index = -1;
break;
default:
index = shnum;
break;
}
} else if (GAME_SI) {
//TODO: yourself, misc. checks/fixes
switch (shnum) // More special cases!
{
case 0x097: // wall
if (frnum == 17)
index = 0x681; // door
else
index = shnum;
break;
case 0x98: // wall
if (frnum == 22)
index = 0x681; // door
else
index = shnum;
break;
case 0x0b2: // Cloth maps
if (frnum < 5 || GAME_SS)
index = 0x596 + frnum;
else
index = shnum; // only SS has a description for frame 5
break;
case 0x0d1: // Artifacts
index = 0x5c0 + frnum;
break;
case 0xd2: // chicken coop
if (frnum == 4)
index = 0x680; // platform
else
index = shnum;
break;
case 0x0e3: // cloak
if (frnum <= 4)
index = 0x5ff + frnum;
else
index = shnum;
break;
case 0x0f3: // coffin
if (frnum >= 7)
index = 0x605; // stone bier
else
index = shnum;
break;
case 0x0f4: // Large skulls
if (frnum < 2)
index = 0x5d8 + frnum;
else
index = shnum;
break;
case 0x106: // Blackrock Serpents
if (frnum < 4)
index = 0x592 + frnum;
else
index = shnum;
break;
case 0x11a: // painting
if (frnum >= 6 && frnum <= 10)
index = 0x60c; // ruined painting
else
index = shnum;
break;
case 0x11d: // brush
if (frnum == 6)
index = 0x5fa;
else
index = shnum;
break;
case 0x11e: // drum
if (frnum == 1 || frnum == 2)
index = 0x669; // drumsticks
else
index = shnum;
break;
case 0x124: // seat
if (frnum == 17 || frnum == 18 || frnum == 19 || frnum == 22)
index = 0x5fc;
else
index = shnum;
break;
case 0x128: // Rings
index = 0x5b8 + frnum;
break;
case 0x12c: // cooking utensil
if (frnum <= 7)
index = 0x636 + (frnum/2);
else if (frnum >= 8 && frnum <= 23)
index = 0x63a + (frnum%4);
else if (frnum >= 24)
index = 0x63e + (frnum%2);
break;
case 0x12f:
if (frnum >= 10 && frnum <= 14)
index = 0x60b;
else
index = shnum;
break;
case 0x135: // fallen tree
if (frnum == 2)
index = 0x635; // large skull
else
index = shnum;
break;
case 0x141: // reeds
if (frnum == 11)
index = 0x61c; // crucifix
else
index = shnum;
break;
case 0x14a: // serpent rune
if (frnum < 8)
index = 0x607; // stones
else
index = shnum;
break;
case 0x150: // light source
index = 0x646 + frnum;
break;
case 0x152: // lit light source
{
if (num_item_names <= 0x657)
break;
string tmp = item_names[0x657]; // lit
tmp += item_names[0x646 + frnum];
return tmp;
}
break;
case 0x172: // floor
if (frnum == 19)
index = 0x60e; // wall
else
index = shnum;
break;
case 0x179: // Food items
index = 0x510 + frnum;
break;
case 0x17a: // fence
if (frnum == 3 || (frnum > 7 && frnum < 12))
index = 0x60e; // wall
else
index = shnum;
break;
case 0x17f: // magic helm
if (frnum == 1)
index = 0x614; // helm of courage
else
index = shnum;
break;
case 0x194: // food
index = 0x640 + frnum;
break;
case 0x19f: // garbage
if (frnum > 20 && frnum < 24)
index = 0x60f; // skull
else
index = shnum;
break;
case 0x1ba: // fireplace
if (frnum == 2)
index = 0x620; // wooden post
else
index = shnum;
break;
case 0x1bd: // Soul prisms
index = 0x56b + frnum;
break;
case 0x1c2: // Orbs
index = 0x585 + frnum;
break;
case 0x1d3: // Magic plants
index = 0x581 + frnum/2;
break;
case 0x1db: // wall of lights
if (frnum == 10)
index = 0x683; // wall
else
index = shnum;
break;
case 0x1df: // claw + gwani amulet
index = 0x5f8 + frnum/2;
break;
case 0x1e3: // rug
if (frnum >= 2)
index = 0x608; // meditation mat
else
index = shnum;
break;
case 0x1f9: // magic lens
if (frnum == 2)
index = 0x615; // lens of translating
else
index = shnum;
break;
case 0x201: // floor
if (frnum == 5)
index = 0x60d; // bookshelf
else
index = shnum;
break;
case 0x206: // glass counter top
if (frnum == 26)
index = 0x682; // table
else
index = shnum;
break;
case 0x207: // Moon's Eye
if (frnum == 1)
index = 0x616; // crystal ball
else
index = shnum;
break;
case 0x21a: // fence
if (frnum == 3 || (frnum > 7 && frnum < 12))
index = 0x60e; // wall
else
index = shnum;
break;
case 0x21e: // Crested Helmets
index = 0x5a3 + frnum;
break;
case 0x220: // broken column
if (frnum == 14)
index = 0x611; // pillar of purity
else
index = shnum;
break;
case 0x241: // Nests
if (frnum < 6)
index = 0x5ab + frnum/3;
else
index = shnum;
break;
case 0x24b: // Boots
index = 0x59c + frnum;
break;
case 0x268: // Bottles
switch (frnum) {
case 1:
index = 0x5f2; // wine decanter
break;
case 9:
index = 0x5f3; // fawnish ale
break;
case 16:
index = 0x5f4; // ice wine
break;
case 17:
index = 0x5f5; // vintage wine
break;
case 18:
index = 0x5f6; // wineskin
break;
case 20:
index = 0x5f7; // everlasting goblet
break;
default:
index = shnum;
}
break;
case 0x281: // key
switch (frnum) {
case 21:
index = 0x630; // key of fire
break;
case 22:
index = 0x631; // key of ice
break;
case 23:
index = 0x62f; // blackrock key
break;
default:
index = shnum;
}
break;
case 0x288: // sleeping powder
if (frnum >= 2)
index = 0x65c - 2 + frnum;
else
index = shnum;
break;
case 0x289: // Artifacts
index = 0x573 + frnum;
break;
case 0x28a: // Sextants
index = 0x531 - frnum;
break;
case 0x290: // wine press
if (frnum == 1)
index = 0x634; // wine vat
else
index = shnum;
break;
case 0x2a1: // strange plant
if (frnum > 8)
index = 0x62c; // snowy plant
else
index = shnum;
break;
case 0x2a3: // Desk items
index = 0x532 + frnum;
break;
case 0x2a5: // stockings
if (frnum < 2)
index = 0x62a + frnum;
else
index = shnum;
break;
case 0x2af: // pillar
if (frnum == 11)
index = 0x611; // pillar of purity
else
index = shnum;
break;
case 0x2b0: // serpent carving
if (frnum > 1)
index = 0x621 - 1 + (frnum/2);
else
index = shnum;
break;
case 0x2b4: // Lute
if (frnum == 2)
index = 0x5be;
else
index = shnum;
break;
case 0x2b5: // whistle
if (frnum == 1)
index = 0x617; // whistle
else if (frnum == 4 || frnum == 5)
index = 0x618; // bone flute
else
index = shnum;
break;
case 0x2b8: // bed
if (frnum == 1)
index = 0x5da; // stone bier
else if (frnum == 2)
index = 0x5db; // cot
else if (frnum == 4)
index = 0x5dc; // pallet
else if (frnum == 5)
index = 0x5dd; // fur pallet
else
index = shnum;
break;
case 0x2cd: // plate
if (frnum == 9)
index = 0x61a; // platter of replenishment
else
index = shnum;
break;
case 0x2ce: // pedestal
if (frnum == 8)
index = 0x619; // blackrock obelisk
else
index = shnum;
break;
case 0x2d7: // Dream Crystal
if (frnum <= 1)
index = 0x659; // dream crystal
else if (frnum == 2)
index = 0x65a; // mirror rock
else if (frnum >= 3)
index = 0x65b; // icy column
break;
case 0x2d8: // Force_Wall
// TODO: CHECK
if (frnum > 0)
index = 0x683; // wall
else
index = shnum;
break;
case 0x2f4: // caltrops
if (frnum == 2 || frnum == 3)
index = 0x5fb; // broken glass
else
index = shnum;
break;
case 0x313: // lever
if (frnum == 8 || frnum == 9)
index = 0x613; // button
else
index = shnum;
break;
case 0x314: // switch
if (frnum >= 6 && frnum <= 9)
index = 0x613; // button
else
index = shnum;
break;
case 0x31f: // Body parts
index = 0x5df + frnum;
break;
case 0x320: // chest
if (frnum == 4 || frnum == 5)
index = 0x5fd;
else if (frnum == 6 || frnum == 7)
index = 0x5fe;
else
index = shnum;
break;
case 0x32a: // Bucket
if (frnum == 1 && qual >= 10 && qual <= 15)
index = 0x55b + qual;
else if (frnum == 2 && qual == 9)
index = 0x55b + qual;
else
index = 0x55b + frnum;
break;
case 0x347: // Hourglass
if (frnum == 1)
index = 0x5bf;
else
index = shnum;
break;
case 0x34a: // Reagents
index = 0x500 + frnum;
break;
case 0x35f: // kitchen items
index = 0x66b + frnum;
break;
case 0x365: // wall
if (frnum == 11)
index = 0x610; // spirit wall
else
index = shnum;
break;
case 0x36c: // sliding door
if (frnum >= 10 && frnum <= 14)
index = 0x60b; // iris door
else
index = shnum;
break;
case 0x377: // More rings
index = 0x5bc + frnum;
break;
case 0x37a: // table
if (frnum == 6)
index = 0x62e; // torture table
else
index = shnum;
break;
case 0x390: // blood
if (frnum == 24)
index = 0x5de; // acid
else if (frnum < 4)
index = 0x390; // blood
else
index = -1;
break;
case 0x392: // urn
if (frnum <= 1) {
// when frame = 0,1, the quality is an NPC num
// the item name is then the name of that NPC + "'s ashes"
// (quality == 0,255: 'urn of ashes')
Actor* npc = gwin->get_npc(get_quality());
if (get_quality() > 0 && npc && !npc->is_unused()) {
string tmp = npc->get_npc_name();
if (tmp != "" && num_item_names>0x65e) {
tmp += item_names[0x65e]; // 's ashes
return tmp;
}
}
index = 0x632; // urn with ashes
} else if (frnum == 2)
index = 0x633; // pot of unguent
else
index = shnum;
break;
case 0x397: // bookshelf
if (frnum == 6)
index = 0x60a; // slate mantle
else
index = shnum;
break;
case 0x39f: // serpent slot
if (frnum >= 4 && frnum <= 7)
index = 0x61e; // slotted serpent
else
index = shnum;
break;
case 0x3a7: // sliding door
if (frnum == 2)
index = 0x60b; // iris door
else
index = shnum;
break;
case 0x3a8: // sliding door
if (frnum == 2)
index = 0x60b; // iris door
else
index = shnum;
break;
case 0x3b0: // pot
if (frnum == 5)
index = 0x61b; // cuspidor
else
index = shnum;
break;
case 0x3bb: // Amulets
index = 0x5ae + frnum;
break;
case 0x3d1: // fur pelt
if (frnum == 0 || frnum == 8)
index = 0x61f; // leopard rug
else
index = shnum;
break;
case 0x3e5: // spent light source
{
if (num_item_names <= 0x658)
break;
string tmp = item_names[0x658]; // spent
tmp += item_names[0x646 + frnum];
return tmp;
}
break;
case 0x3e6: // statue
if (frnum <= 3)
index = 0x628 + (frnum/2);
else
index = shnum;
break;
case 0x3e7: // plant
index = 0x65f + frnum;
break;
case 0x3ea: // table
if (frnum == 1)
index = 0x62d; // embalming table
else
index = shnum;
break;
case 0x3ec: // Helmets
index = 0x5a6 + frnum;
break;
case 0x3f3: // Beds
if (frnum == 1)
index = 0x5da; // stone bier
else if (frnum == 2)
index = 0x5db; // cot
else if (frnum == 4)
index = 0x5dc; // pallet
else if (frnum == 5)
index = 0x5dd; // fur pallet
else
index = shnum;
break;
case 0x3f8: // floor
if (frnum == 20 || frnum == 21)
index = 0x623; // symbol of balance
else if (frnum == 22)
index = 0x624; // symbol of order
else if (frnum == 23)
index = 0x625; // symbol of chaos
else
index = shnum;
break;
default:
index = shnum;
break;
}
// no Silver Seed?
if (!GAME_SS) {
if (index >= 0x605) {
index -= 11;
} else if (index >= 0x5bc) {
index -= 10;
} else if (index >= 0x5b8) {
index -= 9;
} else if (index >= 0x59c) {
index -= 8;
} else if (index >= 0x592) {
index -= 7;
} else if (index >= 0x581) {
index -= 2;
}
}
} else {
index = shnum;
}
const char *name = (index >= 0 && index < num_item_names) ?
item_names[index] : 0;
if(name == 0) {
return "";
// return "?";
}
if (ShapeID::get_info(shnum).has_quantity())
quantity = quality & 0x7f;
else
quantity = 1;
// If there are no slashes then it is simpler
if(strchr(name, '/') == 0)
{
if(quantity <= 1)
display_name = name;
else
{
char buf[50];
snprintf(buf, 50, "%d %s", quantity, name);
display_name = buf;
}
}
else if(quantity <= 1) // quantity might be zero?
get_singular_name(name, display_name);
else
get_plural_name(name, quantity, display_name);
return display_name;
}
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