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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 1.11 by elmex, Wed Dec 20 11:20:50 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},
597 char buf2[HUGE_BUF]; 576 char buf2[HUGE_BUF];
598 int len = 0; 577 int len = 0;
599 578
600 if (op->name == NULL) 579 if (op->name == NULL)
601 return "(null)"; 580 return "(null)";
581
602 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 582 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
603 return op->name; /* To speed things up (or make things slower?) */ 583 return op->name; /* To speed things up (or make things slower?) */
604 584
605 if (op->nrof <= 1) 585 if (op->nrof <= 1)
606 safe_strcat (buf, op->name, &len, HUGE_BUF); 586 safe_strcat (buf, op->name, &len, HUGE_BUF);
686 666
687 use_buf++; 667 use_buf++;
688 use_buf %= 5; 668 use_buf %= 5;
689 669
690#ifdef NEW_MATERIAL_CODE 670#ifdef NEW_MATERIAL_CODE
691 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 671 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
692 { 672 {
693 mt = name_to_material (op->materialname); 673 mt = name_to_material (op->materialname);
694 if (mt) 674 if (mt)
695 { 675 {
696 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 676 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
793 return "(null)"; 773 return "(null)";
794 774
795 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 775 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
796 return op->name; /* To speed things up (or make things slower?) */ 776 return op->name; /* To speed things up (or make things slower?) */
797 777
798 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 778 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
799 mt = name_to_material (op->materialname); 779 mt = name_to_material (op->materialname);
800 780
801#ifdef NEW_MATERIAL_CODE 781#ifdef NEW_MATERIAL_CODE
802 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 782 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
803 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 783 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
804 { 784 {
805 strcpy (buf, mt->description); 785 strcpy (buf, mt->description);
806 len = strlen (buf); 786 len = strlen (buf);
807 safe_strcat (buf, " ", &len, MAX_BUF); 787 safe_strcat (buf, " ", &len, MAX_BUF);
1520 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1500 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1521#endif 1501#endif
1522 return 0; 1502 return 0;
1523} 1503}
1524 1504
1525
1526/* 1505/*
1527 * Supposed to fix face-values as well here, but later. 1506 * Supposed to fix face-values as well here, but later.
1528 */ 1507 */
1529
1530void 1508void
1531identify (object *op) 1509identify (object *op)
1532{ 1510{
1533 object *pl; 1511 object *pl;
1534 1512
1556 /* If the object is on a map, make sure we update its face */ 1534 /* If the object is on a map, make sure we update its face */
1557 if (op->map) 1535 if (op->map)
1558 update_object (op, UP_OBJ_FACE); 1536 update_object (op, UP_OBJ_FACE);
1559 else 1537 else
1560 { 1538 {
1561 pl = is_player_inv (op->env); 1539 pl = op->in_player ();
1562 if (pl) 1540 if (pl)
1563 /* A lot of the values can change from an update - might as well send 1541 /* A lot of the values can change from an update - might as well send
1564 * it all. 1542 * it all.
1565 */ 1543 */
1566 esrv_send_item (pl, op); 1544 esrv_send_item (pl, op);
1567 } 1545 }
1568} 1546}
1547

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