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Comparing deliantra/server/common/item.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.10 by elmex, Wed Dec 20 10:31:00 2006 UTC

1
2/*
3 * static char *rcsid_item_c =
4 * "$Id: item.C,v 1.4 2006/09/10 16:00:23 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",
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},
597 char buf2[HUGE_BUF]; 577 char buf2[HUGE_BUF];
598 int len = 0; 578 int len = 0;
599 579
600 if (op->name == NULL) 580 if (op->name == NULL)
601 return "(null)"; 581 return "(null)";
582
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 583 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
603 return op->name; /* To speed things up (or make things slower?) */ 584 return op->name; /* To speed things up (or make things slower?) */
604 585
605 if (op->nrof <= 1) 586 if (op->nrof <= 1)
606 safe_strcat (buf, op->name, &len, HUGE_BUF); 587 safe_strcat (buf, op->name, &len, HUGE_BUF);
686 667
687 use_buf++; 668 use_buf++;
688 use_buf %= 5; 669 use_buf %= 5;
689 670
690#ifdef NEW_MATERIAL_CODE 671#ifdef NEW_MATERIAL_CODE
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 672 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
692 { 673 {
693 mt = name_to_material (op->materialname); 674 mt = name_to_material (op->materialname);
694 if (mt) 675 if (mt)
695 { 676 {
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 677 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
793 return "(null)"; 774 return "(null)";
794 775
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 776 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
796 return op->name; /* To speed things up (or make things slower?) */ 777 return op->name; /* To speed things up (or make things slower?) */
797 778
798 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 779 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
799 mt = name_to_material (op->materialname); 780 mt = name_to_material (op->materialname);
800 781
801#ifdef NEW_MATERIAL_CODE 782#ifdef NEW_MATERIAL_CODE
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
804 { 785 {
805 strcpy (buf, mt->description); 786 strcpy (buf, mt->description);
806 len = strlen (buf); 787 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF); 788 safe_strcat (buf, " ", &len, MAX_BUF);
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1501 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif 1502#endif
1522 return 0; 1503 return 0;
1523} 1504}
1524 1505
1525
1526/* 1506/*
1527 * Supposed to fix face-values as well here, but later. 1507 * Supposed to fix face-values as well here, but later.
1528 */ 1508 */
1529
1530void 1509void
1531identify (object *op) 1510identify (object *op)
1532{ 1511{
1533 object *pl; 1512 object *pl;
1534 1513
1556 /* If the object is on a map, make sure we update its face */ 1535 /* If the object is on a map, make sure we update its face */
1557 if (op->map) 1536 if (op->map)
1558 update_object (op, UP_OBJ_FACE); 1537 update_object (op, UP_OBJ_FACE);
1559 else 1538 else
1560 { 1539 {
1561 pl = is_player_inv (op->env); 1540 pl = op->in_player ();
1562 if (pl) 1541 if (pl)
1563 /* A lot of the values can change from an update - might as well send 1542 /* A lot of the values can change from an update - might as well send
1564 * it all. 1543 * it all.
1565 */ 1544 */
1566 esrv_send_item (pl, op); 1545 esrv_send_item (pl, op);
1567 } 1546 }
1568} 1547}
1548

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