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/cvs/deliantra/server/common/item.C
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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 1.10 by elmex, Wed Dec 20 10:31:00 2006 UTC

1
2/*
3 * static char *rcsid_item_c =
4 * "$Id: item.C,v 1.5 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
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},
687 667
688 use_buf++; 668 use_buf++;
689 use_buf %= 5; 669 use_buf %= 5;
690 670
691#ifdef NEW_MATERIAL_CODE 671#ifdef NEW_MATERIAL_CODE
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 672 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
693 { 673 {
694 mt = name_to_material (op->materialname); 674 mt = name_to_material (op->materialname);
695 if (mt) 675 if (mt)
696 { 676 {
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 677 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
794 return "(null)"; 774 return "(null)";
795 775
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 776 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797 return op->name; /* To speed things up (or make things slower?) */ 777 return op->name; /* To speed things up (or make things slower?) */
798 778
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 779 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
800 mt = name_to_material (op->materialname); 780 mt = name_to_material (op->materialname);
801 781
802#ifdef NEW_MATERIAL_CODE 782#ifdef NEW_MATERIAL_CODE
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805 { 785 {
806 strcpy (buf, mt->description); 786 strcpy (buf, mt->description);
807 len = strlen (buf); 787 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF); 788 safe_strcat (buf, " ", &len, MAX_BUF);
1521 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);
1522#endif 1502#endif
1523 return 0; 1503 return 0;
1524} 1504}
1525 1505
1526
1527/* 1506/*
1528 * Supposed to fix face-values as well here, but later. 1507 * Supposed to fix face-values as well here, but later.
1529 */ 1508 */
1530
1531void 1509void
1532identify (object *op) 1510identify (object *op)
1533{ 1511{
1534 object *pl; 1512 object *pl;
1535 1513
1557 /* 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 */
1558 if (op->map) 1536 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1537 update_object (op, UP_OBJ_FACE);
1560 else 1538 else
1561 { 1539 {
1562 pl = is_player_inv (op->env); 1540 pl = op->in_player ();
1563 if (pl) 1541 if (pl)
1564 /* 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
1565 * it all. 1543 * it all.
1566 */ 1544 */
1567 esrv_send_item (pl, op); 1545 esrv_send_item (pl, op);
1568 } 1546 }
1569} 1547}
1548

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