ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/item.C
(Generate patch)

Comparing deliantra/server/common/item.C (file contents):
Revision 1.4 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.14 by elmex, Wed Dec 20 14:11:42 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",
118 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 99 {POTION, "potion", "potions", SK_ALCHEMY, 0},
119 {FOOD, "food", "food", SK_WOODSMAN, 0}, 100 {FOOD, "food", "food", SK_WOODSMAN, 0},
120 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 101 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
121 {BOOK, "book", "books", SK_LITERACY, 0}, 102 {BOOK, "book", "books", SK_LITERACY, 0},
122 {CLOCK, "clock", "clocks", 0, 0}, 103 {CLOCK, "clock", "clocks", 0, 0},
123 {LIGHTNING, "lightning", "lightning", 0, 0},
124 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 104 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
125 {BOW, "bow", "bows", SK_BOWYER, 0}, 105 {BOW, "bow", "bows", SK_BOWYER, 0},
126 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 106 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
127 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 107 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
128 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 108 {PEDESTAL, "pedestal", "pedestals", 0, 0},
148 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 128 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
149 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 129 {PLAYERMOVER, "player mover", "player movers", 0, 0},
150 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 130 {TELEPORTER, "teleporter", "teleporters", 0, 0},
151 {CREATOR, "creator", "creators", 0, 0}, 131 {CREATOR, "creator", "creators", 0, 0},
152 {SKILL, "skill", "skills", 0, 0}, 132 {SKILL, "skill", "skills", 0, 0},
153 {EXPERIENCE, "experience", "experience", 0, 0},
154 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 133 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
155 {GOLEM, "golem", "golems", 0, 0}, 134 {GOLEM, "golem", "golems", 0, 0},
156 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 135 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
157 {BLINDNESS, "blindness", "blindness", 0, 0}, 136 {BLINDNESS, "blindness", "blindness", 0, 0},
158 {GOD, "god", "gods", 0, 0}, 137 {GOD, "god", "gods", 0, 0},
178 {FLOOR, "floor", "floors", 0, 0}, 157 {FLOOR, "floor", "floors", 0, 0},
179 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 158 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
180 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 159 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
181 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 160 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
182 {LIGHTER, "lighter", "lighters", 0, 0}, 161 {LIGHTER, "lighter", "lighters", 0, 0},
183 {TRAP_PART, "trap part", "trap parts", 0, 0}, 162 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
184 {WALL, "wall", "walls", 0, 0},
185 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
186 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 163 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
187 {MONSTER, "monster", "monsters", 0, 0},
188 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
189 {LAMP, "lamp", "lamps", 0, 0}, 164 {LAMP, "lamp", "lamps", 0, 0},
190 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 165 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
191 {TOOL, "tool", "tools", 0, 0}, 166 {TOOL, "tool", "tools", 0, 0},
192 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
193 {BUILDFAC, "building facility", "building facilities", 0, 0}, 168 {BUILDFAC, "building facility", "building facilities", 0, 0},
205 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 180 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
206 {CONVERTER, "converter", "converters", 0, 0}, 181 {CONVERTER, "converter", "converters", 0, 0},
207 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 182 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
208 {POISONING, "poisoning", "poisonings", 0, 0}, 183 {POISONING, "poisoning", "poisonings", 0, 0},
209 {SAVEBED, "savebed", "savebeds", 0, 0}, 184 {SAVEBED, "savebed", "savebeds", 0, 0},
210 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
211 {FIREHOLES, "fireholes", "fireholes", 0, 0},
212 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 185 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
213 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 186 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
214 {DIRECTOR, "director", "directors", 0, 0}, 187 {DIRECTOR, "director", "directors", 0, 0},
215 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 188 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
216 {FORCE, "force", "forces", 0, 0}, 189 {FORCE, "force", "forces", 0, 0},
597 char buf2[HUGE_BUF]; 570 char buf2[HUGE_BUF];
598 int len = 0; 571 int len = 0;
599 572
600 if (op->name == NULL) 573 if (op->name == NULL)
601 return "(null)"; 574 return "(null)";
575
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 576 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
603 return op->name; /* To speed things up (or make things slower?) */ 577 return op->name; /* To speed things up (or make things slower?) */
604 578
605 if (op->nrof <= 1) 579 if (op->nrof <= 1)
606 safe_strcat (buf, op->name, &len, HUGE_BUF); 580 safe_strcat (buf, op->name, &len, HUGE_BUF);
686 660
687 use_buf++; 661 use_buf++;
688 use_buf %= 5; 662 use_buf %= 5;
689 663
690#ifdef NEW_MATERIAL_CODE 664#ifdef NEW_MATERIAL_CODE
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 665 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
692 { 666 {
693 mt = name_to_material (op->materialname); 667 mt = name_to_material (op->materialname);
694 if (mt) 668 if (mt)
695 { 669 {
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 670 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
793 return "(null)"; 767 return "(null)";
794 768
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 769 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
796 return op->name; /* To speed things up (or make things slower?) */ 770 return op->name; /* To speed things up (or make things slower?) */
797 771
798 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 772 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
799 mt = name_to_material (op->materialname); 773 mt = name_to_material (op->materialname);
800 774
801#ifdef NEW_MATERIAL_CODE 775#ifdef NEW_MATERIAL_CODE
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 776 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 777 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
804 { 778 {
805 strcpy (buf, mt->description); 779 strcpy (buf, mt->description);
806 len = strlen (buf); 780 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF); 781 safe_strcat (buf, " ", &len, MAX_BUF);
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1494 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif 1495#endif
1522 return 0; 1496 return 0;
1523} 1497}
1524 1498
1525
1526/* 1499/*
1527 * Supposed to fix face-values as well here, but later. 1500 * Supposed to fix face-values as well here, but later.
1528 */ 1501 */
1529
1530void 1502void
1531identify (object *op) 1503identify (object *op)
1532{ 1504{
1533 object *pl; 1505 object *pl;
1534 1506
1556 /* If the object is on a map, make sure we update its face */ 1528 /* If the object is on a map, make sure we update its face */
1557 if (op->map) 1529 if (op->map)
1558 update_object (op, UP_OBJ_FACE); 1530 update_object (op, UP_OBJ_FACE);
1559 else 1531 else
1560 { 1532 {
1561 pl = is_player_inv (op->env); 1533 pl = op->in_player ();
1562 if (pl) 1534 if (pl)
1563 /* A lot of the values can change from an update - might as well send 1535 /* A lot of the values can change from an update - might as well send
1564 * it all. 1536 * it all.
1565 */ 1537 */
1566 esrv_send_item (pl, op); 1538 esrv_send_item (pl, op);
1567 } 1539 }
1568} 1540}
1541

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines