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/cvs/deliantra/server/common/item.C
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Comparing deliantra/server/common/item.C (file contents):
Revision 1.6 by root, Thu Sep 14 22:33:58 2006 UTC vs.
Revision 1.9 by root, Wed Dec 20 09:14:21 2006 UTC

46 * may be better. 46 * may be better.
47 * Basically, for the use/nonuse, the code does something like: 47 * Basically, for the use/nonuse, the code does something like:
48 * "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
49 */ 49 */
50Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
51 {"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"},
52 ,
53 {"body_arm", "on your arm", "on a human's arm"} 52 {"body_arm", "on your arm", "on a human's arm"},
54 ,
55 {"body_torso", "on your body", "on a human's torso"} 53 {"body_torso", "on your body", "on a human's torso"},
56 ,
57 {"body_head", "on your head", "on a human's head"} 54 {"body_head", "on your head", "on a human's head"},
58 ,
59 {"body_neck", "around your neck", "around a humans neck"} 55 {"body_neck", "around your neck", "around a humans neck"},
60 ,
61 {"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"},
62 ,
63 {"body_finger", "on your finger", "on a human's finger"} 57 {"body_finger", "on your finger", "on a human's finger"} ,
64 ,
65 {"body_shoulder", "around your shoulders", "around a human's shoulders"} 58 {"body_shoulder", "around your shoulders", "around a human's shoulders"},
66 ,
67 {"body_foot", "on your feet", "on a human's feet"} 59 {"body_foot", "on your feet", "on a human's feet"},
68 ,
69 {"body_hand", "on your hands", "on a human's hands"} 60 {"body_hand", "on your hands", "on a human's hands"},
70 ,
71 {"body_wrist", "around your wrists", "around a human's wrist"} 61 {"body_wrist", "around your wrists", "around a human's wrist"},
72 ,
73 {"body_waist", "around your waist", "around a human's waist"} 62 {"body_waist", "around your waist", "around a human's waist"},
74 ,
75
76/*{"body_dragon_torso", "your body", "a dragon's body"} */ 63/*{"body_dragon_torso", "your body", "a dragon's body"} */
77}; 64};
78 65
79static char numbers[21][20] = { 66static char numbers[21][20] = {
80 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", 67 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
681 668
682 use_buf++; 669 use_buf++;
683 use_buf %= 5; 670 use_buf %= 5;
684 671
685#ifdef NEW_MATERIAL_CODE 672#ifdef NEW_MATERIAL_CODE
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 673 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
687 { 674 {
688 mt = name_to_material (op->materialname); 675 mt = name_to_material (op->materialname);
689 if (mt) 676 if (mt)
690 { 677 {
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 678 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
788 return "(null)"; 775 return "(null)";
789 776
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 777 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791 return op->name; /* To speed things up (or make things slower?) */ 778 return op->name; /* To speed things up (or make things slower?) */
792 779
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 780 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
794 mt = name_to_material (op->materialname); 781 mt = name_to_material (op->materialname);
795 782
796#ifdef NEW_MATERIAL_CODE 783#ifdef NEW_MATERIAL_CODE
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 784 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 785 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
799 { 786 {
800 strcpy (buf, mt->description); 787 strcpy (buf, mt->description);
801 len = strlen (buf); 788 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF); 789 safe_strcat (buf, " ", &len, MAX_BUF);
1515 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1502 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1516#endif 1503#endif
1517 return 0; 1504 return 0;
1518} 1505}
1519 1506
1520
1521/* 1507/*
1522 * Supposed to fix face-values as well here, but later. 1508 * Supposed to fix face-values as well here, but later.
1523 */ 1509 */
1524
1525void 1510void
1526identify (object *op) 1511identify (object *op)
1527{ 1512{
1528 object *pl; 1513 object *pl;
1529 1514
1551 /* If the object is on a map, make sure we update its face */ 1536 /* If the object is on a map, make sure we update its face */
1552 if (op->map) 1537 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1538 update_object (op, UP_OBJ_FACE);
1554 else 1539 else
1555 { 1540 {
1556 pl = is_player_inv (op->env); 1541 pl = op->in_player ();
1557 if (pl) 1542 if (pl)
1558 /* A lot of the values can change from an update - might as well send 1543 /* A lot of the values can change from an update - might as well send
1559 * it all. 1544 * it all.
1560 */ 1545 */
1561 esrv_send_item (pl, op); 1546 esrv_send_item (pl, op);
1562 } 1547 }
1563} 1548}
1549

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