--- deliantra/server/common/item.C 2009/11/05 15:43:21 1.62 +++ deliantra/server/common/item.C 2009/11/10 04:38:45 1.67 @@ -67,12 +67,6 @@ /*{"body_dragon_torso", "your body", "a dragon's body"} */ }; -static char numbers[21][20] = { - "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", - "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen", - "eighteen", "nineteen", "twenty" -}; - static char numbers_10[10][20] = { "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", "eighty", "ninety" @@ -209,32 +203,7 @@ {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, }; -const int item_types_size = sizeof (item_types) / sizeof (*item_types); - -materialtype_t *materialt; - -/* -materialtype material[NROFMATERIALS] = { - * P M F E C C A D W G P S P T F C D D C C G H B I * - * H A I L O O C R E H O L A U E A E E H O O O L N * - * Y G R E L N I A A O I O R R A N P A A U D L I T * - * S I E C D F D I P S S W A N R C L T O N Y N R * - * I C T U N O T O L E E H S T P D N * - {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, - {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, - {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, - {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, - {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}}, - {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, - {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, - {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}}, - {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}}, - {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}}, - {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}}, - {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}}, - {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}} -}; -*/ +static const int item_types_size = sizeof (item_types) / sizeof (*item_types); /* This curve may be too steep. But the point is that there should * be tough choices - there is no real point to this if everyone can @@ -321,14 +290,12 @@ /* Do spell paths now */ for (i = 1; i < NRSPELLPATHS; i++) - { - if (op->path_attuned & (1 << i)) - enc++; - else if (op->path_denied & (1 << i)) - enc -= 2; - else if (op->path_repelled & (1 << i)) - enc--; - } + if (op->path_attuned & (1 << i)) + enc++; + else if (op->path_denied & (1 << i)) + enc -= 2; + else if (op->path_repelled & (1 << i)) + enc--; if (op->flag [FLAG_LIFESAVE ]) enc += 5; if (op->flag [FLAG_REFL_SPELL ]) enc += 3; @@ -443,26 +410,6 @@ } /* - * get_number(integer) returns the text-representation of the given number - * in a static buffer. The buffer might be overwritten at the next - * call to get_number(). - * It is currently only used by the query_name() function. - */ -const char * -get_number (int i) -{ - if (i <= 20) - return numbers[i]; - else - { - static char buf[MAX_BUF]; - - sprintf (buf, "%d", i); - return buf; - } -} - -/* * Returns pointer to static buffer containing ring's or amulet's * abilities * These are taken from old query_name(), but it would work better @@ -475,7 +422,7 @@ /* Aug 95 modified this slightly so that Skill tools don't have magic bonus * from stats.sp - b.t. */ -const char * +static const char * ring_desc (const object *op) { static dynbuf_text buf; buf.clear (); @@ -630,9 +577,10 @@ dynbuf_text &buf = bufs [use_buf]; buf.clear (); - if ((op->is_armor () || op->is_weapon ()) && op->materialname) - if (materialtype_t *mt = name_to_material (op->materialname)) - buf << mt->description << ' '; +#if 0 + if ((op->is_armor () || op->is_weapon ()) && op->material) + buf << op->material->description << ' '; +#endif buf << query_short_name (op); @@ -752,10 +700,11 @@ static dynbuf_text buf; buf.clear (); - if ((op->is_armor () || op->is_weapon ()) && op->materialname) - if (materialtype_t *mt = name_to_material (op->materialname)) - if (op->arch->materialname != mt->name) - buf << mt->description << ' '; +#if 0 + if ((op->is_armor () || op->is_weapon ()) && op->material) + if (op->arch->material != op->material) + buf << op->material->description << ' '; +#endif buf << (plural ? op->name_pl : op->name); @@ -816,7 +765,7 @@ * fall into the 'lightning fast movement' category. */ if (op->has_active_speed ()) - switch ((int) ((FABS (op->speed)) * 15)) + switch ((int)((fabs (op->speed)) * 15.)) { case 0: buf << "(very slow movement)";