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/cvs/deliantra/server/common/item.C
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Comparing deliantra/server/common/item.C (file contents):
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.8 by root, Mon Dec 18 03:00:02 2006 UTC

1
2/*
3 * static char *rcsid_item_c =
4 * "$Id: item.C,v 1.5 2006/09/12 18:15:34 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h> 25#include <funcpoint.h>
32#include <living.h> 26#include <living.h>
52 * may be better. 46 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
54 * "This item goes %s\n", with the use/nonuse values filling in the %s 48 * "This item goes %s\n", with the use/nonuse values filling in the %s
55 */ 49 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"body_range", "in your range slot", "in a human's range slot"} 51 {"body_range", "in your range slot", "in a human's range slot"},
58 ,
59 {"body_arm", "on your arm", "on a human's arm"} 52 {"body_arm", "on your arm", "on a human's arm"},
60 ,
61 {"body_torso", "on your body", "on a human's torso"} 53 {"body_torso", "on your body", "on a human's torso"},
62 ,
63 {"body_head", "on your head", "on a human's head"} 54 {"body_head", "on your head", "on a human's head"},
64 ,
65 {"body_neck", "around your neck", "around a humans neck"} 55 {"body_neck", "around your neck", "around a humans neck"},
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"} 56 {"body_skill", "in your skill slot", "in a human's skill slot"},
68 ,
69 {"body_finger", "on your finger", "on a human's finger"} 57 {"body_finger", "on your finger", "on a human's finger"} ,
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 58 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
72 ,
73 {"body_foot", "on your feet", "on a human's feet"} 59 {"body_foot", "on your feet", "on a human's feet"},
74 ,
75 {"body_hand", "on your hands", "on a human's hands"} 60 {"body_hand", "on your hands", "on a human's hands"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"} 61 {"body_wrist", "around your wrists", "around a human's wrist"},
78 ,
79 {"body_waist", "around your waist", "around a human's waist"} 62 {"body_waist", "around your waist", "around a human's waist"},
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 63/*{"body_dragon_torso", "your body", "a dragon's body"} */
83}; 64};
84 65
85static char numbers[21][20] = { 66static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
687 668
688 use_buf++; 669 use_buf++;
689 use_buf %= 5; 670 use_buf %= 5;
690 671
691#ifdef NEW_MATERIAL_CODE 672#ifdef NEW_MATERIAL_CODE
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 673 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
693 { 674 {
694 mt = name_to_material (op->materialname); 675 mt = name_to_material (op->materialname);
695 if (mt) 676 if (mt)
696 { 677 {
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 678 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
794 return "(null)"; 775 return "(null)";
795 776
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 777 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797 return op->name; /* To speed things up (or make things slower?) */ 778 return op->name; /* To speed things up (or make things slower?) */
798 779
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 780 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
800 mt = name_to_material (op->materialname); 781 mt = name_to_material (op->materialname);
801 782
802#ifdef NEW_MATERIAL_CODE 783#ifdef NEW_MATERIAL_CODE
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 784 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 785 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805 { 786 {
806 strcpy (buf, mt->description); 787 strcpy (buf, mt->description);
807 len = strlen (buf); 788 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF); 789 safe_strcat (buf, " ", &len, MAX_BUF);

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