1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <funcpoint.h> |
25 | #include <funcpoint.h> |
27 | #include <living.h> |
26 | #include <living.h> |
… | |
… | |
47 | * may be better. |
46 | * may be better. |
48 | * Basically, for the use/nonuse, the code does something like: |
47 | * Basically, for the use/nonuse, the code does something like: |
49 | * "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 |
50 | */ |
49 | */ |
51 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
50 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
52 | {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"}, |
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|
53 | {"body_shield" , "You can wield it as a shield" , "It is used as a shield"}, |
51 | {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, |
54 | {"body_combat" , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
52 | {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, |
|
|
53 | {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, |
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|
54 | {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"}, |
55 | {"body_arm" , "You can put it on your arm" , "It goes on a human's arm"}, |
55 | {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, |
56 | {"body_torso" , "You can wear it on your body" , "It goes on a human's torso"}, |
56 | {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, |
57 | {"body_head" , "You can wear it on your head" , "It goes on a human's head"}, |
57 | {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, |
58 | {"body_neck" , "You can wear it around your neck" , "It goes around a human's neck"}, |
58 | {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
59 | {"body_skill" , "You can have it in your skill slot" , "It goes in a human's skill slot"}, |
|
|
60 | {"body_finger" , "You can wear it on your finger" , "It goes on a human's finger"} , |
59 | {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , |
61 | {"body_shoulder", "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
60 | {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
62 | {"body_foot" , "You can put your feets into it" , "It goes on a human's feet"}, |
61 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
63 | {"body_hand" , "You can put it on your hands" , "It goes on a human's hands"}, |
62 | {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
64 | {"body_wrist" , "You can wear it around your wrists" , "It goes around a human's wrist"}, |
63 | {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
65 | {"body_waist" , "You can wear it around your waist" , "It goes around a human's waist"}, |
64 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
66 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
65 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
67 | }; |
66 | }; |
68 | |
67 | |
69 | static char numbers[21][20] = { |
68 | static char numbers[21][20] = { |
70 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
69 | "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", |
… | |
… | |
771 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
770 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
772 | mt = name_to_material (op->materialname); |
771 | mt = name_to_material (op->materialname); |
773 | |
772 | |
774 | #ifdef NEW_MATERIAL_CODE |
773 | #ifdef NEW_MATERIAL_CODE |
775 | if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && |
774 | if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && |
776 | op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) |
775 | op->arch->materialname != mt->name && !(op->material & M_SPECIAL)) |
777 | { |
776 | { |
778 | strcpy (buf, mt->description); |
777 | strcpy (buf, mt->description); |
779 | len = strlen (buf); |
778 | len = strlen (buf); |
780 | safe_strcat (buf, " ", &len, MAX_BUF); |
779 | safe_strcat (buf, " ", &len, MAX_BUF); |
781 | if (!plural) |
780 | if (!plural) |
… | |
… | |
934 | { |
933 | { |
935 | treasure *t; |
934 | treasure *t; |
936 | int first = 1; |
935 | int first = 1; |
937 | |
936 | |
938 | for (t = op->randomitems->items; t != NULL; t = t->next) |
937 | for (t = op->randomitems->items; t != NULL; t = t->next) |
939 | if (t->item && t->item->clone.type == SPELL) |
938 | if (t->item && t->item->type == SPELL) |
940 | { |
939 | { |
941 | if (first) |
940 | if (first) |
942 | { |
941 | { |
943 | first = 0; |
942 | first = 0; |
944 | strcat (retbuf, "(Spell abilities:)"); |
943 | strcat (retbuf, "(Spell abilities:)"); |
945 | } |
944 | } |
946 | strcat (retbuf, "("); |
945 | strcat (retbuf, "("); |
947 | strcat (retbuf, t->item->clone.name); |
946 | strcat (retbuf, t->item->object::name); |
948 | strcat (retbuf, ")"); |
947 | strcat (retbuf, ")"); |
949 | } |
948 | } |
950 | } |
949 | } |
951 | if (op->type == PLAYER) |
950 | if (op->type == PLAYER) |
952 | { |
951 | { |
… | |
… | |
1520 | { |
1519 | { |
1521 | if (op->inv && op->randomitems) |
1520 | if (op->inv && op->randomitems) |
1522 | op->title = op->inv->name; |
1521 | op->title = op->inv->name; |
1523 | else if (op->arch) |
1522 | else if (op->arch) |
1524 | { |
1523 | { |
1525 | op->name = op->arch->clone.name; |
1524 | op->name = op->arch->object::name; |
1526 | op->name_pl = op->arch->clone.name_pl; |
1525 | op->name_pl = op->arch->object::name_pl; |
1527 | } |
1526 | } |
1528 | } |
1527 | } |
1529 | |
1528 | |
1530 | /* If the object is on a map, make sure we update its face */ |
1529 | /* If the object is on a map, make sure we update its face */ |
1531 | if (op->map) |
1530 | if (op->map) |