--- deliantra/server/common/item.C 2010/04/21 05:40:21 1.85
+++ deliantra/server/common/item.C 2012/10/29 23:55:52 1.96
@@ -1,24 +1,24 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
- *
- * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
- *
+ *
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
- *
+ *
* The authors can be reached via e-mail to
*/
@@ -51,21 +51,9 @@
*/
// see include/object.h
Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
- {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
- {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"},
- {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
- {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
- {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
- {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
- {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
- {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
- {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
- {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
- {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
- {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
- {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
- {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
-/*{"body_dragon_torso", "your body", "a dragon's body"} */
+# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
+# include "slotinc.h"
+# undef def
};
static char numbers_10[10][20] = {
@@ -160,6 +148,7 @@
{LIGHTER, "lighter", "lighters", 0, 0},
{BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
{MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
+ {TORCH, "torch", "torches", 0, 0},
{LAMP, "lamp", "lamps", 0, 0},
{DUPLICATOR, "duplicator", "duplicators", 0, 0},
{SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
@@ -204,7 +193,7 @@
{ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
};
-static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
+static const int item_types_size = array_length (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
@@ -217,10 +206,10 @@
*/
static int enc_to_item_power[21] = {
0,
- 0, 1, 2, 3, 4, /* 5 */
- 5, 7, 9, 11, 13, /* 10 */
- 15, 18, 21, 24, 27, /* 15 */
- 30, 35, 40, 45, 50 /* 20 */
+ 0, 1, 2, 3, 4, // 5
+ 5, 7, 9, 11, 13, // 10
+ 15, 18, 21, 24, 27, // 15
+ 30, 35, 40, 45, 50 // 20
};
int
@@ -355,16 +344,28 @@
return get_power_from_ench (enc);
}
+static const struct get_typedata
+{
+ const typedata *data [NUM_TYPES];
+
+ get_typedata ()
+ {
+ for (int i = 0; i < item_types_size; i++)
+ data [item_types[i].number] = &item_types [i];
+ }
+
+ const typedata *operator ()(int itemtype) const
+ {
+ return data [itemtype];
+ }
+} get_typedata_;
+
/* returns the typedata that has a number equal to itemtype, if there
* isn't one, returns NULL */
const typedata *
get_typedata (int itemtype)
{
- for (int i = 0; i < item_types_size; i++)
- if (item_types[i].number == itemtype)
- return &item_types[i];
-
- return NULL;
+ return get_typedata_ (itemtype);
}
/* returns the typedata that has a name equal to itemtype, if there
@@ -477,7 +478,7 @@
ring_desc (const object *op)
{
static dynbuf_text buf; buf.clear ();
- int attr, val, len;
+ int attr, val;
if (op->flag [FLAG_IDENTIFIED])
{
@@ -485,7 +486,7 @@
if ((val = op->stats.stat (attr)))
buf.printf ("(%s%+d)", short_stat_name[attr], val);
- if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp);
+ if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
@@ -621,7 +622,6 @@
const char *
query_name (const object *op)
{
- int len = 0;
static dynbuf_text bufs[5];
static int use_buf = 0;
@@ -676,12 +676,11 @@
{
switch (op->type)
{
+ case RANGED:
case BOW:
case WAND:
case ROD:
case HORN:
- buf << " (applied)";
- break;
case WEAPON:
buf << " (applied)";
break;
@@ -981,6 +980,7 @@
switch (op->type)
{
+ case RANGED:
case BOW:
case ARROW:
case WAND:
@@ -1095,10 +1095,8 @@
*/
if (identified || op->flag [FLAG_BEEN_APPLIED])
{
- int attr, val;
-
- for (attr = 0; attr < NUM_STATS; attr++)
- if ((val = op->stats.stat (attr)))
+ for (int attr = 0; attr < NUM_STATS; attr++)
+ if (int val = op->stats.stat (attr))
buf.printf ("(%s%+d)", short_stat_name[attr], val);
if (op->stats.exp)
@@ -1106,6 +1104,7 @@
switch (op->type)
{
+ case RANGED:
case BOW:
case ARROW:
case GIRDLE:
@@ -1158,6 +1157,7 @@
switch (op->type)
{
+ case RANGED:
case ROD: /* These use stats.sp for spell selection and stats.food */
case HORN: /* and stats.hp for spell-point regeneration... */
case BOW:
@@ -1354,7 +1354,7 @@
&& inv->type == SPELL
&& flag [FLAG_IDENTIFIED]
&& (type == SPELLBOOK || type == ROD || type == WAND
- || type == ROD || type == POTION || type == SCROLL))
+ || type == POTION || type == SCROLL))
// for spellbooks and other stuff that contains spells, print the spell message,
// unless the object has a custom message handled above.
buf << '\r' << inv->msg << '\n';