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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 1.10 by elmex, Wed Dec 20 10:31:00 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",
142 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
143 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
144 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
145 {CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
146 {SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
147 {EXPERIENCE, "experience", "experience", 0, 0},
148 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
149 {GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
150 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
151 {BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
152 {GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
681 667
682 use_buf++; 668 use_buf++;
683 use_buf %= 5; 669 use_buf %= 5;
684 670
685#ifdef NEW_MATERIAL_CODE 671#ifdef NEW_MATERIAL_CODE
686 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 672 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
687 { 673 {
688 mt = name_to_material (op->materialname); 674 mt = name_to_material (op->materialname);
689 if (mt) 675 if (mt)
690 { 676 {
691 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 677 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
788 return "(null)"; 774 return "(null)";
789 775
790 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 776 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
791 return op->name; /* To speed things up (or make things slower?) */ 777 return op->name; /* To speed things up (or make things slower?) */
792 778
793 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 779 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
794 mt = name_to_material (op->materialname); 780 mt = name_to_material (op->materialname);
795 781
796#ifdef NEW_MATERIAL_CODE 782#ifdef NEW_MATERIAL_CODE
797 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 783 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
798 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 784 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
799 { 785 {
800 strcpy (buf, mt->description); 786 strcpy (buf, mt->description);
801 len = strlen (buf); 787 len = strlen (buf);
802 safe_strcat (buf, " ", &len, MAX_BUF); 788 safe_strcat (buf, " ", &len, MAX_BUF);
1515 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);
1516#endif 1502#endif
1517 return 0; 1503 return 0;
1518} 1504}
1519 1505
1520
1521/* 1506/*
1522 * Supposed to fix face-values as well here, but later. 1507 * Supposed to fix face-values as well here, but later.
1523 */ 1508 */
1524
1525void 1509void
1526identify (object *op) 1510identify (object *op)
1527{ 1511{
1528 object *pl; 1512 object *pl;
1529 1513
1551 /* 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 */
1552 if (op->map) 1536 if (op->map)
1553 update_object (op, UP_OBJ_FACE); 1537 update_object (op, UP_OBJ_FACE);
1554 else 1538 else
1555 { 1539 {
1556 pl = is_player_inv (op->env); 1540 pl = op->in_player ();
1557 if (pl) 1541 if (pl)
1558 /* 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
1559 * it all. 1543 * it all.
1560 */ 1544 */
1561 esrv_send_item (pl, op); 1545 esrv_send_item (pl, op);
1562 } 1546 }
1563} 1547}
1548

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