MG Mud User | 88f1247 | 2016-06-24 23:31:02 +0200 | [diff] [blame^] | 1 | // invmaster.c by Nachtwind@MG V1.1 (5.3.2001) |
| 2 | // A small master that provides a graphical display of the player´s |
| 3 | // equipment. |
| 4 | #pragma strong_types |
| 5 | #pragma save_types,rtt_checks |
| 6 | #pragma range_check |
| 7 | #pragma no_clone |
| 8 | #pragma pedantic |
| 9 | |
| 10 | #include <input_to.h> |
| 11 | #include <properties.h> |
| 12 | #include <ansi.h> |
| 13 | #include <combat.h> |
| 14 | #include <language.h> |
| 15 | #include "invmaster.h" |
| 16 | |
| 17 | |
| 18 | mapping data; |
| 19 | closure abbreviate; |
| 20 | |
| 21 | |
| 22 | // i'm aware this can be determined with m_indices(VALID_ARMOUR_TYPE), |
| 23 | // but the position in the arrays is important for the drawing order. |
| 24 | // first item in the array is drawn last |
| 25 | static string *armour_types = |
| 26 | ({AT_BELT, |
| 27 | AT_SHIELD, |
| 28 | AT_HELMET, |
| 29 | AT_BOOT, |
| 30 | AT_TROUSERS, |
| 31 | AT_AMULET, |
| 32 | AT_RING, |
| 33 | AT_GLOVE, |
| 34 | AT_QUIVER, |
| 35 | AT_CLOAK, |
| 36 | AT_ARMOUR}); |
| 37 | |
| 38 | static mapping colors = |
| 39 | ([0:ANSI_BLACK, |
| 40 | 1:ANSI_RED, |
| 41 | 2:ANSI_GREEN, |
| 42 | 3:ANSI_YELLOW, |
| 43 | 4:ANSI_BLUE, |
| 44 | 5:ANSI_PURPLE, |
| 45 | 6:ANSI_CYAN, |
| 46 | 7:ANSI_WHITE, |
| 47 | 8:""]); |
| 48 | |
| 49 | static mapping bgcolors = |
| 50 | ([0:ANSI_BG_BLACK, |
| 51 | 1:ANSI_BG_RED, |
| 52 | 2:ANSI_BG_GREEN, |
| 53 | 3:ANSI_BG_YELLOW, |
| 54 | 4:ANSI_BG_BLUE, |
| 55 | 5:ANSI_BG_PURPLE, |
| 56 | 6:ANSI_BG_CYAN, |
| 57 | 7:ANSI_BG_WHITE, |
| 58 | 8:""]); |
| 59 | |
| 60 | |
| 61 | |
| 62 | static string Mapping2ColoredText(mapping pic, object player); |
| 63 | static string Mapping2PlainText(mapping pic); |
| 64 | static void AddDescription(mapping pic, string type, object item); |
| 65 | static string ComposeDesc(object item); |
| 66 | static void ConfigureColors(string text); |
| 67 | |
| 68 | void ShowInv(object player, string arg); |
| 69 | |
| 70 | // ok, let´s just read in the graphics... |
| 71 | // really takes some time (~250 eval ticks) but is only done |
| 72 | // once in an uptime |
| 73 | void create() |
| 74 | { |
| 75 | mapping pic; |
| 76 | string *files, *lines, text; |
| 77 | int i,j,k, indentx,indenty, color; |
| 78 | |
| 79 | data=([]); |
| 80 | |
| 81 | DB("Trying to fire up master, path is '"+INVPATH+"'..."); |
| 82 | files=get_dir(INVPATH+"gfx/*")-({".", ".."}); |
| 83 | DB(sprintf("Files found in 'gfx/': \n%O", files)); |
| 84 | for (i=sizeof(files)-1;i>=0;i--) |
| 85 | { |
| 86 | DB("Reading '"+files[i]+"' ..."); |
| 87 | text=read_file(INVPATH+"gfx/"+files[i]); |
| 88 | if (!stringp(text)) |
| 89 | { |
| 90 | DB("Failed to read file."); |
| 91 | continue; |
| 92 | } |
| 93 | lines=explode(text, "\n"); |
| 94 | if (sizeof(lines) < 4) |
| 95 | { |
| 96 | DB("File corrupt."); |
| 97 | continue; |
| 98 | } |
| 99 | indentx=to_int(lines[1]); |
| 100 | indenty=to_int(lines[2]); |
| 101 | color=to_int(lines[0]); |
| 102 | pic=([]); |
| 103 | for (j=sizeof(lines)-1;j>2;j--) |
| 104 | { |
| 105 | for (k=sizeof(lines[j])-1;k>=0;k--) |
| 106 | { |
| 107 | if (lines[j][k..k]!="?") |
| 108 | pic+=([(j-3+indenty)*80+k+indentx:lines[j][k..k];color]); |
| 109 | } |
| 110 | } |
| 111 | data+=([files[i]:pic]); |
| 112 | DB("File successfully read."); |
| 113 | } |
| 114 | DB(sprintf("Types covered:\n%O\n", m_indices(data))); |
| 115 | |
| 116 | // create closure only once to save time |
| 117 | // needed by ComposeDesc() |
| 118 | // the closure ist not as complicated as it seems ;) |
| 119 | // it just checks every word of the name, if it does not begin |
| 120 | // with a capital letter, it is abbreviated |
| 121 | // this happens only if the name length exceeds 20 chars... |
| 122 | abbreviate=lambda(({'x}), |
| 123 | ({#'?, ({#'>, ({#'member, quote(({"der", "des"})), 'x}), 0}), |
| 124 | "d.", |
| 125 | ({#'?, ({#'>, ({#'sizeof, 'x}), 3}), |
| 126 | ({#'?, ({#',, ({#'=, 'a, ({#'allocate, 1}) }), |
| 127 | ({#'=, ({#'[, 'a, 0}), 'x }), |
| 128 | ({#'sizeof, ({#'regexp, 'a, "^[a-z].*"}) }) |
| 129 | }), |
| 130 | ({#'+, ({#'[..], 'x, 0, 1}), "."}), |
| 131 | 'x |
| 132 | }), |
| 133 | 'x |
| 134 | }) |
| 135 | })); |
| 136 | } |
| 137 | |
| 138 | // function that tries to guess a good item name and use abbrevations |
| 139 | // where possible |
| 140 | static string ComposeDesc(object item) |
| 141 | { |
| 142 | int i; |
| 143 | string text, *buff; |
| 144 | |
| 145 | text=regreplace(item->QueryProp(P_SHORT) |
| 146 | ||item->QueryProp(P_NAME) |
| 147 | ||"<?>", |
| 148 | "^(Ein Paar|Ein|Eine|Der|Die|Das) ","",0); |
| 149 | |
| 150 | // try to shorten the name with the closure |
| 151 | if (sizeof(text) > 20) |
| 152 | return implode(map(explode(text, " "), abbreviate), " "); |
| 153 | else |
| 154 | return text; |
| 155 | } |
| 156 | |
| 157 | // converts a mapping with characters and color info into a |
| 158 | // text. data in the mapping is stored in a one-dimensional |
| 159 | // order with the position as key (ypos is pos/80, xpos pos%80) |
| 160 | // this setup has a huge advantage: combining several |
| 161 | // graphics just takes a "+" operator, the rest is handled |
| 162 | // by the game driver. freakin' fast, much better than doing an |
| 163 | // iteration over one or more array in lpc. |
| 164 | static string Mapping2ColoredText(mapping pic, object player) |
| 165 | { |
| 166 | string text; |
| 167 | mapping configmap; |
| 168 | int i,j,color; |
| 169 | |
| 170 | configmap=default_config+(player->QueryProp(P_INVMASTER_CONFIG)||([])); |
| 171 | |
| 172 | text=""; |
| 173 | color=0; |
| 174 | for (i=0;i<22;i++) |
| 175 | { |
| 176 | text+=bgcolors[configmap[8]]; |
| 177 | for (j=0;j<78;j++) |
| 178 | { |
| 179 | if (pic[i*80+j,1]!=color) |
| 180 | { |
| 181 | color=pic[i*80+j,1]; |
| 182 | text+=colors[configmap[color]]; |
| 183 | } |
| 184 | text+=pic[i*80+j]; |
| 185 | } |
| 186 | text+=ANSI_NORMAL+"\n"; |
| 187 | color=0; |
| 188 | } |
| 189 | return text; |
| 190 | } |
| 191 | |
| 192 | static string Mapping2PlainText(mapping pic) |
| 193 | { |
| 194 | string text; |
| 195 | int i,j; |
| 196 | |
| 197 | text=""; |
| 198 | |
| 199 | for (i=0;i<22;i++) |
| 200 | { |
| 201 | for (j=0;j<78;j++) |
| 202 | text+=pic[i*80+j]; |
| 203 | text+="\n"; |
| 204 | } |
| 205 | return text; |
| 206 | } |
| 207 | static void AddDescription(mapping pic, string type, object item) |
| 208 | { |
| 209 | int indentx, indenty, i; |
| 210 | string text; |
| 211 | |
| 212 | switch(type) |
| 213 | { |
| 214 | case AT_HELMET: |
| 215 | indentx=47; |
| 216 | indenty=0; |
| 217 | text=sprintf("%-30s",ComposeDesc(item)[0..30]);break; |
| 218 | case AT_QUIVER: |
| 219 | indentx=49; |
| 220 | indenty=2; |
| 221 | text=sprintf("%-28s",ComposeDesc(item)[0..28]);break; |
| 222 | case AT_AMULET: |
| 223 | indentx=49; |
| 224 | indenty=4; |
| 225 | text=sprintf("%-27s",ComposeDesc(item)[0..28]);break; |
| 226 | case AT_ARMOUR: |
| 227 | indentx=53; |
| 228 | indenty=7; |
| 229 | text=sprintf("%-24s",ComposeDesc(item)[0..25]);break; |
| 230 | case AT_SHIELD: |
| 231 | indentx=54; |
| 232 | indenty=10; |
| 233 | text=sprintf("%-20s",ComposeDesc(item)[0..24]);break; |
| 234 | case AT_CLOAK: |
| 235 | indentx=53; |
| 236 | indenty=15; |
| 237 | text=sprintf("%-20s",ComposeDesc(item)[0..25]);break; |
| 238 | case AT_TROUSERS: |
| 239 | indentx=49; |
| 240 | indenty=17; |
| 241 | text=sprintf("%-20s",ComposeDesc(item)[0..20]);break; |
| 242 | case AT_RING: |
| 243 | indentx=0; |
| 244 | indenty=9; |
| 245 | text=sprintf("%14s",ComposeDesc(item)[0..17]);break; |
| 246 | case AT_GLOVE: |
| 247 | indentx=0; |
| 248 | indenty=11; |
| 249 | text=sprintf("%14s",ComposeDesc(item)[0..17]);break; |
| 250 | case AT_BELT: |
| 251 | indentx=1; |
| 252 | indenty=13; |
| 253 | text=sprintf("%14s",ComposeDesc(item)[0..18]);break; |
| 254 | case AT_BOOT: |
| 255 | indentx=1; |
| 256 | indenty=20; |
| 257 | text=sprintf("%18s",ComposeDesc(item)[0..18]);break; |
| 258 | case "Waffe": |
| 259 | indentx=1; |
| 260 | indenty=1; |
| 261 | text=sprintf("%18s",ComposeDesc(item)[0..25]); |
| 262 | if (item->QueryProp(P_NR_HANDS) > 1 && |
| 263 | this_player() && |
| 264 | !(this_player()->QueryArmorByType(AT_SHIELD))) |
| 265 | AddDescription(pic, AT_SHIELD, item);break; |
| 266 | default: return; |
| 267 | } |
| 268 | for (i=0;i<sizeof(text);i++) |
| 269 | pic+=([(80*indenty+indentx+i):text[i..i];2]); |
| 270 | } |
| 271 | |
| 272 | varargs static void ConfigureColors(string text) |
| 273 | { |
| 274 | mapping config, display; |
| 275 | string *strs; |
| 276 | |
| 277 | if (!objectp(this_player())) return; |
| 278 | |
| 279 | if (this_player()->InFight()) |
| 280 | { |
| 281 | write(break_string( |
| 282 | "Im Kampf? Na Du hast Nerven, das lassen wir doch mal lieber! " |
| 283 | "Probier es danach nochmal...", 78)); |
| 284 | return; |
| 285 | } |
| 286 | |
| 287 | if (stringp(text)) text=lower_case(text); |
| 288 | |
| 289 | if (text=="ok") |
| 290 | { |
| 291 | write("Farbkonfiguration beendet.\n"); |
| 292 | return; |
| 293 | } |
| 294 | |
| 295 | //"ansi_config", def in invmaster.h |
| 296 | config=this_player()->QueryProp(P_INVMASTER_CONFIG)||([]); |
| 297 | display=default_config+config; |
| 298 | |
| 299 | if (!text || text=="") |
| 300 | { |
| 301 | write( |
| 302 | "*** Farbkonfiguration fuer den Ausruestungsbefehl ***\n\n" |
| 303 | " Farbe: wird dargestellt mit:\n" |
| 304 | "------------------ --------------------\n" |
| 305 | " Hintergrund "+COLORNAMES[display[8]]+"\n" |
| 306 | " Schwarz "+COLORNAMES[display[0]]+"\n" |
| 307 | " Rot "+COLORNAMES[display[1]]+"\n" |
| 308 | " Gruen "+COLORNAMES[display[2]]+"\n" |
| 309 | " Gelb "+COLORNAMES[display[3]]+"\n" |
| 310 | " Blau "+COLORNAMES[display[4]]+"\n" |
| 311 | " Magenta "+COLORNAMES[display[5]]+"\n" |
| 312 | " Tuerkis "+COLORNAMES[display[6]]+"\n" |
| 313 | " Weiss "+COLORNAMES[display[7]]+"\n\n" |
| 314 | "Farbe aendern mit '<farbe> <gewuenschte farbe>'.\n" |
| 315 | "Beispiel: 'gelb rot'.\n" |
| 316 | "Alles, was standardmaessig gelb waere, wuerde dann mit der ANSI-Farbe \n" |
| 317 | "Rot dargestellt.\n" |
| 318 | "Der Hintergrund kann zusaetzlich die Farbe 'keine' haben, bei der der \n" |
| 319 | "Hintergrund eben ueberhaupt nicht gefaerbt wird.\n" |
| 320 | "Beispiel: 'hintergrund keine'. Schaltet die Hintergrundfarbe aus.\n\n" |
| 321 | "Beenden mit 'ok'. \n" |
| 322 | "Wiederholung der Farbliste mit <Return>.\n" |
| 323 | "Farbliste auf Standard zuruecksetzen mit 'reset'.\n"); |
| 324 | } |
| 325 | else |
| 326 | if (text=="reset") |
| 327 | { |
| 328 | this_player()->Set(P_INVMASTER_CONFIG, SAVE, F_MODE_AD); |
| 329 | this_player()->SetProp(P_INVMASTER_CONFIG, 0); |
| 330 | write("Farben zurueckgesetzt!\n"); |
| 331 | } |
| 332 | else |
| 333 | { |
| 334 | if ( sizeof(strs=explode(text, " ")-({""})) !=2 |
| 335 | || !member((COLORCODES-(["keine"])), strs[0]) |
| 336 | || !member((COLORCODES-(["hintergrund"])), strs[1]) |
| 337 | || ((strs[0]!="hintergrund") && (strs[1]=="keine")) ) |
| 338 | { |
| 339 | write("Falsche Eingabe.\n" |
| 340 | "Format: <farbe|hintergrund> <zugewiesene Farbe>\n" |
| 341 | "Abbrechen mit 'ok'.\n"); |
| 342 | } |
| 343 | else |
| 344 | { |
| 345 | if (COLORCODES[strs[1]]==default_config[COLORCODES[strs[0]]]) |
| 346 | config-=([COLORCODES[strs[0]]]); |
| 347 | else |
| 348 | config+=([COLORCODES[strs[0]]:COLORCODES[strs[1]]]); |
| 349 | if (!sizeof(config)) |
| 350 | { |
| 351 | this_player()->Set(P_INVMASTER_CONFIG, SAVE, F_MODE_AD); |
| 352 | this_player()->SetProp(P_INVMASTER_CONFIG, 0); |
| 353 | } |
| 354 | else |
| 355 | { |
| 356 | this_player()->SetProp(P_INVMASTER_CONFIG, deep_copy(config)); |
| 357 | this_player()->Set(P_INVMASTER_CONFIG, SAVE, F_MODE_AS); |
| 358 | } |
| 359 | write("Ok, Farbe gewaehlt!\n"); |
| 360 | } |
| 361 | } |
| 362 | input_to("ConfigureColors", INPUT_PROMPT, "\nEingabe: "); |
| 363 | } |
| 364 | |
| 365 | |
| 366 | string* armour_order=({ |
| 367 | AT_HELMET, AT_AMULET, AT_QUIVER, AT_ARMOUR, AT_CLOAK, |
| 368 | AT_GLOVE, AT_RING, AT_BELT, |
| 369 | AT_TROUSERS, AT_BOOT, AT_SHIELD, AT_MISC}); |
| 370 | |
| 371 | mapping weapon_names=([ |
| 372 | WT_SPEAR : "Speer", |
| 373 | WT_SWORD : "Schwert", |
| 374 | WT_STAFF : "Kampfstab", |
| 375 | WT_WHIP : "Peitsche", |
| 376 | WT_CLUB : "Keule", |
| 377 | WT_KNIFE : "Messer", |
| 378 | WT_MISC : "Irgendwas", |
| 379 | WT_MAGIC : "Artefakt", |
| 380 | WT_AXE : "Axt", |
| 381 | WT_RANGED_WEAPON : "Fernwaffe" |
| 382 | ]); |
| 383 | |
| 384 | string SimpleInv(object player) { |
| 385 | object* armours=player->QueryProp(P_ARMOURS); |
| 386 | int count=sizeof(armour_order); |
| 387 | string* list=allocate(count); |
| 388 | string result="Ausruestung\n"; |
| 389 | int i; |
| 390 | |
| 391 | foreach(object ob: armours) { |
| 392 | if (!objectp(ob)) continue; |
| 393 | int idx = member(armour_order, ob->QueryProp(P_ARMOUR_TYPE)); |
| 394 | if (idx>=0) |
| 395 | list[idx]=ob->QueryProp(P_SHORT); |
| 396 | } |
| 397 | |
| 398 | // AT_MISC (letztes Element in list und armour_order) weglassen. |
| 399 | for (i=0;i<count-1;i++) { |
| 400 | result+=sprintf("%-20s %-57s\n",armour_order[i],list[i] || ""); |
| 401 | } |
| 402 | |
| 403 | object ob=ob=player->QueryProp(P_WEAPON); |
| 404 | if (objectp(ob)) { |
| 405 | result+=sprintf("%-20s %-57s\n", |
| 406 | (ob->QueryProp(P_NR_HANDS)==1 ? "Einhand-":"Zweihand-") |
| 407 | +weapon_names[ob->QueryProp(P_WEAPON_TYPE)], |
| 408 | ob->QueryProp(P_SHORT)); |
| 409 | } else result+="Keine Waffe\n"; |
| 410 | |
| 411 | return result; |
| 412 | } |
| 413 | // the main function called by the player object. |
| 414 | // determines gender, then adds armor/weapon graphics |
| 415 | // dynamically. still very fast due to the use of the "+" operator, |
| 416 | // see above. |
| 417 | void ShowInv(object player, string arg) |
| 418 | { |
| 419 | string gender, type; |
| 420 | mapping pic; |
| 421 | int i; |
| 422 | object item; |
| 423 | |
| 424 | if (!objectp(player)||!interactive(player)) return; |
| 425 | |
| 426 | // split args. |
| 427 | string *args; |
| 428 | if (stringp(arg)) |
| 429 | args = explode(lower_case(arg), " ") - ({" "}); |
| 430 | else |
| 431 | args = ({}); |
| 432 | |
| 433 | if (member(args, "farben") > -1) { |
| 434 | ConfigureColors(); |
| 435 | return; |
| 436 | } |
| 437 | |
| 438 | if (member(args, "-k") > -1 || player->QueryProp(P_NO_ASCII_ART)) { |
| 439 | tell_object(player, SimpleInv(player)); |
| 440 | return; |
| 441 | } |
| 442 | |
| 443 | gender=player->QueryProp(P_GENDER)==FEMALE?"_female":"_male"; |
| 444 | pic=deep_copy(data["base"+gender]); |
| 445 | pic+=data["Beschriftung"]; |
| 446 | for (i=sizeof(armour_types)-1;i>=0;i--) |
| 447 | if (objectp(item=player->QueryArmourByType(armour_types[i]))) |
| 448 | { |
| 449 | pic+=data[armour_types[i]+gender]; |
| 450 | AddDescription(pic, armour_types[i], item); |
| 451 | } |
| 452 | if (item=player->QueryProp(P_WEAPON)) |
| 453 | { |
| 454 | pic+=data[(VALID_WEAPON_TYPE(type=item->QueryProp(P_WEAPON_TYPE)))? |
| 455 | type:WT_MISC]; |
| 456 | AddDescription(pic, "Waffe", item); |
| 457 | } |
| 458 | if (player->QueryProp(P_TTY)!="ansi") |
| 459 | player->More(Mapping2PlainText(pic)); |
| 460 | else |
| 461 | player->More(Mapping2ColoredText(pic, player)); |
| 462 | DB(geteuid(player)+" eval cost: "+(1000000-get_eval_cost())+" ticks.\n"); |
| 463 | } |
| 464 | |