| // invmaster.c by Nachtwind@MG V1.1 (5.3.2001) |
| // A small master that provides a graphical display of the player´s |
| // equipment. |
| #pragma strong_types |
| #pragma save_types,rtt_checks |
| #pragma range_check |
| #pragma no_clone |
| #pragma pedantic |
| |
| #include <input_to.h> |
| #include <properties.h> |
| #include <ansi.h> |
| #include <combat.h> |
| #include <language.h> |
| #include "invmaster.h" |
| |
| |
| mapping data; |
| closure abbreviate; |
| |
| |
| // i'm aware this can be determined with m_indices(VALID_ARMOUR_TYPE), |
| // but the position in the arrays is important for the drawing order. |
| // first item in the array is drawn last |
| static string *armour_types = |
| ({AT_BELT, |
| AT_SHIELD, |
| AT_HELMET, |
| AT_BOOT, |
| AT_TROUSERS, |
| AT_AMULET, |
| AT_RING, |
| AT_GLOVE, |
| AT_QUIVER, |
| AT_CLOAK, |
| AT_ARMOUR}); |
| |
| static mapping colors = |
| ([0:ANSI_BLACK, |
| 1:ANSI_RED, |
| 2:ANSI_GREEN, |
| 3:ANSI_YELLOW, |
| 4:ANSI_BLUE, |
| 5:ANSI_PURPLE, |
| 6:ANSI_CYAN, |
| 7:ANSI_WHITE, |
| 8:""]); |
| |
| static mapping bgcolors = |
| ([0:ANSI_BG_BLACK, |
| 1:ANSI_BG_RED, |
| 2:ANSI_BG_GREEN, |
| 3:ANSI_BG_YELLOW, |
| 4:ANSI_BG_BLUE, |
| 5:ANSI_BG_PURPLE, |
| 6:ANSI_BG_CYAN, |
| 7:ANSI_BG_WHITE, |
| 8:""]); |
| |
| |
| |
| static string Mapping2ColoredText(mapping pic, object player); |
| static string Mapping2PlainText(mapping pic); |
| static void AddDescription(mapping pic, string type, object item); |
| static string ComposeDesc(object item); |
| static void ConfigureColors(string text); |
| |
| void ShowInv(object player, string arg); |
| |
| // ok, let´s just read in the graphics... |
| // really takes some time (~250 eval ticks) but is only done |
| // once in an uptime |
| void create() |
| { |
| mapping pic; |
| string *files, *lines, text; |
| int i,j,k, indentx,indenty, color; |
| |
| data=([]); |
| |
| DB("Trying to fire up master, path is '"+INVPATH+"'..."); |
| files=get_dir(INVPATH+"gfx/*")-({".", ".."}); |
| DB(sprintf("Files found in 'gfx/': \n%O", files)); |
| for (i=sizeof(files)-1;i>=0;i--) |
| { |
| DB("Reading '"+files[i]+"' ..."); |
| text=read_file(INVPATH+"gfx/"+files[i]); |
| if (!stringp(text)) |
| { |
| DB("Failed to read file."); |
| continue; |
| } |
| lines=explode(text, "\n"); |
| if (sizeof(lines) < 4) |
| { |
| DB("File corrupt."); |
| continue; |
| } |
| indentx=to_int(lines[1]); |
| indenty=to_int(lines[2]); |
| color=to_int(lines[0]); |
| pic=([]); |
| for (j=sizeof(lines)-1;j>2;j--) |
| { |
| for (k=sizeof(lines[j])-1;k>=0;k--) |
| { |
| if (lines[j][k..k]!="?") |
| pic+=([(j-3+indenty)*80+k+indentx:lines[j][k..k];color]); |
| } |
| } |
| data+=([files[i]:pic]); |
| DB("File successfully read."); |
| } |
| DB(sprintf("Types covered:\n%O\n", m_indices(data))); |
| |
| // create closure only once to save time |
| // needed by ComposeDesc() |
| // the closure ist not as complicated as it seems ;) |
| // it just checks every word of the name, if it does not begin |
| // with a capital letter, it is abbreviated |
| // this happens only if the name length exceeds 20 chars... |
| abbreviate=lambda(({'x}), |
| ({#'?, ({#'>, ({#'member, quote(({"der", "des"})), 'x}), 0}), |
| "d.", |
| ({#'?, ({#'>, ({#'sizeof, 'x}), 3}), |
| ({#'?, ({#',, ({#'=, 'a, ({#'allocate, 1}) }), |
| ({#'=, ({#'[, 'a, 0}), 'x }), |
| ({#'sizeof, ({#'regexp, 'a, "^[a-z].*"}) }) |
| }), |
| ({#'+, ({#'[..], 'x, 0, 1}), "."}), |
| 'x |
| }), |
| 'x |
| }) |
| })); |
| } |
| |
| // function that tries to guess a good item name and use abbrevations |
| // where possible |
| static string ComposeDesc(object item) |
| { |
| int i; |
| string text, *buff; |
| |
| text=regreplace(item->QueryProp(P_SHORT) |
| ||item->QueryProp(P_NAME) |
| ||"<?>", |
| "^(Ein Paar|Ein|Eine|Der|Die|Das) ","",0); |
| |
| // try to shorten the name with the closure |
| if (sizeof(text) > 20) |
| return implode(map(explode(text, " "), abbreviate), " "); |
| else |
| return text; |
| } |
| |
| // converts a mapping with characters and color info into a |
| // text. data in the mapping is stored in a one-dimensional |
| // order with the position as key (ypos is pos/80, xpos pos%80) |
| // this setup has a huge advantage: combining several |
| // graphics just takes a "+" operator, the rest is handled |
| // by the game driver. freakin' fast, much better than doing an |
| // iteration over one or more array in lpc. |
| static string Mapping2ColoredText(mapping pic, object player) |
| { |
| string text; |
| mapping configmap; |
| int i,j,color; |
| |
| configmap=default_config+(player->QueryProp(P_INVMASTER_CONFIG)||([])); |
| |
| text=""; |
| color=0; |
| for (i=0;i<22;i++) |
| { |
| text+=bgcolors[configmap[8]]; |
| for (j=0;j<78;j++) |
| { |
| if (pic[i*80+j,1]!=color) |
| { |
| color=pic[i*80+j,1]; |
| text+=colors[configmap[color]]; |
| } |
| text+=pic[i*80+j]; |
| } |
| text+=ANSI_NORMAL+"\n"; |
| color=0; |
| } |
| return text; |
| } |
| |
| static string Mapping2PlainText(mapping pic) |
| { |
| string text; |
| int i,j; |
| |
| text=""; |
| |
| for (i=0;i<22;i++) |
| { |
| for (j=0;j<78;j++) |
| text+=pic[i*80+j]; |
| text+="\n"; |
| } |
| return text; |
| } |
| static void AddDescription(mapping pic, string type, object item) |
| { |
| int indentx, indenty, i; |
| string text; |
| |
| switch(type) |
| { |
| case AT_HELMET: |
| indentx=47; |
| indenty=0; |
| text=sprintf("%-30s",ComposeDesc(item)[0..30]);break; |
| case AT_QUIVER: |
| indentx=49; |
| indenty=2; |
| text=sprintf("%-28s",ComposeDesc(item)[0..28]);break; |
| case AT_AMULET: |
| indentx=49; |
| indenty=4; |
| text=sprintf("%-27s",ComposeDesc(item)[0..28]);break; |
| case AT_ARMOUR: |
| indentx=53; |
| indenty=7; |
| text=sprintf("%-24s",ComposeDesc(item)[0..25]);break; |
| case AT_SHIELD: |
| indentx=54; |
| indenty=10; |
| text=sprintf("%-20s",ComposeDesc(item)[0..24]);break; |
| case AT_CLOAK: |
| indentx=53; |
| indenty=15; |
| text=sprintf("%-20s",ComposeDesc(item)[0..25]);break; |
| case AT_TROUSERS: |
| indentx=49; |
| indenty=17; |
| text=sprintf("%-20s",ComposeDesc(item)[0..20]);break; |
| case AT_RING: |
| indentx=0; |
| indenty=9; |
| text=sprintf("%14s",ComposeDesc(item)[0..17]);break; |
| case AT_GLOVE: |
| indentx=0; |
| indenty=11; |
| text=sprintf("%14s",ComposeDesc(item)[0..17]);break; |
| case AT_BELT: |
| indentx=1; |
| indenty=13; |
| text=sprintf("%14s",ComposeDesc(item)[0..18]);break; |
| case AT_BOOT: |
| indentx=1; |
| indenty=20; |
| text=sprintf("%18s",ComposeDesc(item)[0..18]);break; |
| case "Waffe": |
| indentx=1; |
| indenty=1; |
| text=sprintf("%18s",ComposeDesc(item)[0..25]); |
| if (item->QueryProp(P_NR_HANDS) > 1 && |
| this_player() && |
| !(this_player()->QueryArmorByType(AT_SHIELD))) |
| AddDescription(pic, AT_SHIELD, item);break; |
| default: return; |
| } |
| for (i=0;i<sizeof(text);i++) |
| pic+=([(80*indenty+indentx+i):text[i..i];2]); |
| } |
| |
| varargs static void ConfigureColors(string text) |
| { |
| mapping config, display; |
| string *strs; |
| |
| if (!objectp(this_player())) return; |
| |
| if (this_player()->InFight()) |
| { |
| write(break_string( |
| "Im Kampf? Na Du hast Nerven, das lassen wir doch mal lieber! " |
| "Probier es danach nochmal...", 78)); |
| return; |
| } |
| |
| if (stringp(text)) text=lower_case(text); |
| |
| if (text=="ok") |
| { |
| write("Farbkonfiguration beendet.\n"); |
| return; |
| } |
| |
| //"ansi_config", def in invmaster.h |
| config=this_player()->QueryProp(P_INVMASTER_CONFIG)||([]); |
| display=default_config+config; |
| |
| if (!text || text=="") |
| { |
| write( |
| "*** Farbkonfiguration fuer den Ausruestungsbefehl ***\n\n" |
| " Farbe: wird dargestellt mit:\n" |
| "------------------ --------------------\n" |
| " Hintergrund "+COLORNAMES[display[8]]+"\n" |
| " Schwarz "+COLORNAMES[display[0]]+"\n" |
| " Rot "+COLORNAMES[display[1]]+"\n" |
| " Gruen "+COLORNAMES[display[2]]+"\n" |
| " Gelb "+COLORNAMES[display[3]]+"\n" |
| " Blau "+COLORNAMES[display[4]]+"\n" |
| " Magenta "+COLORNAMES[display[5]]+"\n" |
| " Tuerkis "+COLORNAMES[display[6]]+"\n" |
| " Weiss "+COLORNAMES[display[7]]+"\n\n" |
| "Farbe aendern mit '<farbe> <gewuenschte farbe>'.\n" |
| "Beispiel: 'gelb rot'.\n" |
| "Alles, was standardmaessig gelb waere, wuerde dann mit der ANSI-Farbe \n" |
| "Rot dargestellt.\n" |
| "Der Hintergrund kann zusaetzlich die Farbe 'keine' haben, bei der der \n" |
| "Hintergrund eben ueberhaupt nicht gefaerbt wird.\n" |
| "Beispiel: 'hintergrund keine'. Schaltet die Hintergrundfarbe aus.\n\n" |
| "Beenden mit 'ok'. \n" |
| "Wiederholung der Farbliste mit <Return>.\n" |
| "Farbliste auf Standard zuruecksetzen mit 'reset'.\n"); |
| } |
| else |
| if (text=="reset") |
| { |
| this_player()->Set(P_INVMASTER_CONFIG, SAVE, F_MODE_AD); |
| this_player()->SetProp(P_INVMASTER_CONFIG, 0); |
| write("Farben zurueckgesetzt!\n"); |
| } |
| else |
| { |
| if ( sizeof(strs=explode(text, " ")-({""})) !=2 |
| || !member((COLORCODES-(["keine"])), strs[0]) |
| || !member((COLORCODES-(["hintergrund"])), strs[1]) |
| || ((strs[0]!="hintergrund") && (strs[1]=="keine")) ) |
| { |
| write("Falsche Eingabe.\n" |
| "Format: <farbe|hintergrund> <zugewiesene Farbe>\n" |
| "Abbrechen mit 'ok'.\n"); |
| } |
| else |
| { |
| if (COLORCODES[strs[1]]==default_config[COLORCODES[strs[0]]]) |
| config-=([COLORCODES[strs[0]]]); |
| else |
| config+=([COLORCODES[strs[0]]:COLORCODES[strs[1]]]); |
| if (!sizeof(config)) |
| { |
| this_player()->Set(P_INVMASTER_CONFIG, SAVE, F_MODE_AD); |
| this_player()->SetProp(P_INVMASTER_CONFIG, 0); |
| } |
| else |
| { |
| this_player()->SetProp(P_INVMASTER_CONFIG, deep_copy(config)); |
| this_player()->Set(P_INVMASTER_CONFIG, SAVE, F_MODE_AS); |
| } |
| write("Ok, Farbe gewaehlt!\n"); |
| } |
| } |
| input_to("ConfigureColors", INPUT_PROMPT, "\nEingabe: "); |
| } |
| |
| |
| string* armour_order=({ |
| AT_HELMET, AT_AMULET, AT_QUIVER, AT_ARMOUR, AT_CLOAK, |
| AT_GLOVE, AT_RING, AT_BELT, |
| AT_TROUSERS, AT_BOOT, AT_SHIELD, AT_MISC}); |
| |
| mapping weapon_names=([ |
| WT_SPEAR : "Speer", |
| WT_SWORD : "Schwert", |
| WT_STAFF : "Kampfstab", |
| WT_WHIP : "Peitsche", |
| WT_CLUB : "Keule", |
| WT_KNIFE : "Messer", |
| WT_MISC : "Irgendwas", |
| WT_MAGIC : "Artefakt", |
| WT_AXE : "Axt", |
| WT_RANGED_WEAPON : "Fernwaffe" |
| ]); |
| |
| string SimpleInv(object player) { |
| object* armours=player->QueryProp(P_ARMOURS); |
| int count=sizeof(armour_order); |
| string* list=allocate(count); |
| string result="Ausruestung\n"; |
| int i; |
| |
| foreach(object ob: armours) { |
| if (!objectp(ob)) continue; |
| int idx = member(armour_order, ob->QueryProp(P_ARMOUR_TYPE)); |
| if (idx>=0) |
| list[idx]=ob->QueryProp(P_SHORT); |
| } |
| |
| // AT_MISC (letztes Element in list und armour_order) weglassen. |
| for (i=0;i<count-1;i++) { |
| result+=sprintf("%-20s %-57s\n",armour_order[i],list[i] || ""); |
| } |
| |
| object ob=ob=player->QueryProp(P_WEAPON); |
| if (objectp(ob)) { |
| result+=sprintf("%-20s %-57s\n", |
| (ob->QueryProp(P_NR_HANDS)==1 ? "Einhand-":"Zweihand-") |
| +weapon_names[ob->QueryProp(P_WEAPON_TYPE)], |
| ob->QueryProp(P_SHORT)); |
| } else result+="Keine Waffe\n"; |
| |
| return result; |
| } |
| // the main function called by the player object. |
| // determines gender, then adds armor/weapon graphics |
| // dynamically. still very fast due to the use of the "+" operator, |
| // see above. |
| void ShowInv(object player, string arg) |
| { |
| string gender, type; |
| mapping pic; |
| int i; |
| object item; |
| |
| if (!objectp(player)||!interactive(player)) return; |
| |
| // split args. |
| string *args; |
| if (stringp(arg)) |
| args = explode(lower_case(arg), " ") - ({" "}); |
| else |
| args = ({}); |
| |
| if (member(args, "farben") > -1) { |
| ConfigureColors(); |
| return; |
| } |
| |
| if (member(args, "-k") > -1 || player->QueryProp(P_NO_ASCII_ART)) { |
| tell_object(player, SimpleInv(player)); |
| return; |
| } |
| |
| gender=player->QueryProp(P_GENDER)==FEMALE?"_female":"_male"; |
| pic=deep_copy(data["base"+gender]); |
| pic+=data["Beschriftung"]; |
| for (i=sizeof(armour_types)-1;i>=0;i--) |
| if (objectp(item=player->QueryArmourByType(armour_types[i]))) |
| { |
| pic+=data[armour_types[i]+gender]; |
| AddDescription(pic, armour_types[i], item); |
| } |
| if (item=player->QueryProp(P_WEAPON)) |
| { |
| pic+=data[(VALID_WEAPON_TYPE(type=item->QueryProp(P_WEAPON_TYPE)))? |
| type:WT_MISC]; |
| AddDescription(pic, "Waffe", item); |
| } |
| if (player->QueryProp(P_TTY)!="ansi") |
| player->More(Mapping2PlainText(pic)); |
| else |
| player->More(Mapping2ColoredText(pic, player)); |
| DB(geteuid(player)+" eval cost: "+(1000000-get_eval_cost())+" ticks.\n"); |
| } |
| |