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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 1.18 by pippijn, Sat Jan 6 14:42:28 2007 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h> 26#include <funcpoint.h>
32#include <living.h> 27#include <living.h>
52 * may be better. 47 * may be better.
53 * Basically, for the use/nonuse, the code does something like: 48 * 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 49 * "This item goes %s\n", with the use/nonuse values filling in the %s
55 */ 50 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 51Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
57 {"body_range", "in your range slot", "in a human's range slot"} 52 {"body_range", "in your range slot", "in a human's range slot"},
58 ,
59 {"body_arm", "on your arm", "on a human's arm"} 53 {"body_arm", "on your arm", "on a human's arm"},
60 ,
61 {"body_torso", "on your body", "on a human's torso"} 54 {"body_torso", "on your body", "on a human's torso"},
62 ,
63 {"body_head", "on your head", "on a human's head"} 55 {"body_head", "on your head", "on a human's head"},
64 ,
65 {"body_neck", "around your neck", "around a humans neck"} 56 {"body_neck", "around your neck", "around a humans neck"},
66 ,
67 {"body_skill", "in your skill slot", "in a human's skill slot"} 57 {"body_skill", "in your skill slot", "in a human's skill slot"},
68 ,
69 {"body_finger", "on your finger", "on a human's finger"} 58 {"body_finger", "on your finger", "on a human's finger"} ,
70 ,
71 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 59 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
72 ,
73 {"body_foot", "on your feet", "on a human's feet"} 60 {"body_foot", "on your feet", "on a human's feet"},
74 ,
75 {"body_hand", "on your hands", "on a human's hands"} 61 {"body_hand", "on your hands", "on a human's hands"},
76 ,
77 {"body_wrist", "around your wrists", "around a human's wrist"} 62 {"body_wrist", "around your wrists", "around a human's wrist"},
78 ,
79 {"body_waist", "around your waist", "around a human's waist"} 63 {"body_waist", "around your waist", "around a human's waist"},
80 ,
81
82/*{"body_dragon_torso", "your body", "a dragon's body"} */ 64/*{"body_dragon_torso", "your body", "a dragon's body"} */
83}; 65};
84 66
85static char numbers[21][20] = { 67static char numbers[21][20] = {
86 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 68 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 165 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0},
194 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
195 {SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
196 {GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
197 {BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
198 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 183 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
687 659
688 use_buf++; 660 use_buf++;
689 use_buf %= 5; 661 use_buf %= 5;
690 662
691#ifdef NEW_MATERIAL_CODE 663#ifdef NEW_MATERIAL_CODE
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 664 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
693 { 665 {
694 mt = name_to_material (op->materialname); 666 mt = name_to_material (op->materialname);
695 if (mt) 667 if (mt)
696 { 668 {
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
794 return "(null)"; 766 return "(null)";
795 767
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 768 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797 return op->name; /* To speed things up (or make things slower?) */ 769 return op->name; /* To speed things up (or make things slower?) */
798 770
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
800 mt = name_to_material (op->materialname); 772 mt = name_to_material (op->materialname);
801 773
802#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805 { 777 {
806 strcpy (buf, mt->description); 778 strcpy (buf, mt->description);
807 len = strlen (buf); 779 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
896 868
897 /* Note that the resolution this provides for players really isn't 869 /* Note that the resolution this provides for players really isn't
898 * very good. Any player with a speed greater than .67 will 870 * very good. Any player with a speed greater than .67 will
899 * fall into the 'lightning fast movement' category. 871 * fall into the 'lightning fast movement' category.
900 */ 872 */
901 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 873 if (op->has_active_speed ())
902 { 874 {
903 switch ((int) ((FABS (op->speed)) * 15)) 875 switch ((int) ((FABS (op->speed)) * 15))
904 { 876 {
905 case 0: 877 case 0:
906 strcat (retbuf, "(very slow movement)"); 878 strcat (retbuf, "(very slow movement)");
962 { 934 {
963 treasure *t; 935 treasure *t;
964 int first = 1; 936 int first = 1;
965 937
966 for (t = op->randomitems->items; t != NULL; t = t->next) 938 for (t = op->randomitems->items; t != NULL; t = t->next)
967 if (t->item && (t->item->clone.type == SPELL)) 939 if (t->item && t->item->clone.type == SPELL)
968 { 940 {
969 if (first) 941 if (first)
970 { 942 {
971 first = 0; 943 first = 0;
972 strcat (retbuf, "(Spell abilities:)"); 944 strcat (retbuf, "(Spell abilities:)");
1521 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1493 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1522#endif 1494#endif
1523 return 0; 1495 return 0;
1524} 1496}
1525 1497
1526
1527/* 1498/*
1528 * Supposed to fix face-values as well here, but later. 1499 * Supposed to fix face-values as well here, but later.
1529 */ 1500 */
1530
1531void 1501void
1532identify (object *op) 1502identify (object *op)
1533{ 1503{
1534 object *pl; 1504 object *pl;
1535 1505
1557 /* If the object is on a map, make sure we update its face */ 1527 /* If the object is on a map, make sure we update its face */
1558 if (op->map) 1528 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1529 update_object (op, UP_OBJ_FACE);
1560 else 1530 else
1561 { 1531 {
1562 pl = is_player_inv (op->env); 1532 pl = op->in_player ();
1563 if (pl) 1533 if (pl)
1564 /* A lot of the values can change from an update - might as well send 1534 /* A lot of the values can change from an update - might as well send
1565 * it all. 1535 * it all.
1566 */ 1536 */
1567 esrv_send_item (pl, op); 1537 esrv_send_item (pl, op);
1568 } 1538 }
1569} 1539}
1540

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