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Comparing deliantra/server/common/item.C (file contents):
Revision 1.16 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.24 by root, Wed Mar 14 04:12:27 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
455 strcpy (buf, numbers_10[i / 10]); 456 strcpy (buf, numbers_10[i / 10]);
456 strcat (buf, levelnumbers[i % 10]); 457 strcat (buf, levelnumbers[i % 10]);
457 return buf; 458 return buf;
458} 459}
459 460
460
461/* 461/*
462 * get_number(integer) returns the text-representation of the given number 462 * get_number(integer) returns the text-representation of the given number
463 * in a static buffer. The buffer might be overwritten at the next 463 * in a static buffer. The buffer might be overwritten at the next
464 * call to get_number(). 464 * call to get_number().
465 * It is currently only used by the query_name() function. 465 * It is currently only used by the query_name() function.
466 */ 466 */
467
468char * 467char *
469get_number (int i) 468get_number (int i)
470{ 469{
471 if (i <= 20) 470 if (i <= 20)
472 return numbers[i]; 471 return numbers[i];
646 * 645 *
647 */ 646 */
648char * 647char *
649query_name (const object *op) 648query_name (const object *op)
650{ 649{
651 static char buf[5][HUGE_BUF]; 650 static char buf[5][HUGE_BUF]; // OMFG
652 static int use_buf = 0; 651 static int use_buf = 0;
653 int len = 0; 652 int len = 0;
654 653
655#ifdef NEW_MATERIAL_CODE 654#ifdef NEW_MATERIAL_CODE
656 materialtype_t *mt; 655 materialtype_t *mt;
683 if (QUERY_FLAG (op, FLAG_DAMNED)) 682 if (QUERY_FLAG (op, FLAG_DAMNED))
684 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF); 683 safe_strcat (buf[use_buf], " (damned)", &len, HUGE_BUF);
685 else if (QUERY_FLAG (op, FLAG_CURSED)) 684 else if (QUERY_FLAG (op, FLAG_CURSED))
686 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF); 685 safe_strcat (buf[use_buf], " (cursed)", &len, HUGE_BUF);
687 } 686 }
687
688 /* Basically, if the object is known magical (detect magic spell on it), 688 /* Basically, if the object is known magical (detect magic spell on it),
689 * and it isn't identified, print out the fact that 689 * and it isn't identified, print out the fact that
690 * it is magical. Assume that the detect magical spell will only set 690 * it is magical. Assume that the detect magical spell will only set
691 * KNOWN_MAGICAL if the item actually is magical. 691 * KNOWN_MAGICAL if the item actually is magical.
692 * 692 *
708 708
709 if (QUERY_FLAG (op, FLAG_APPLIED)) 709 if (QUERY_FLAG (op, FLAG_APPLIED))
710 { 710 {
711 switch (op->type) 711 switch (op->type)
712 { 712 {
713 case BOW: 713 case BOW:
714 case WAND: 714 case WAND:
715 case ROD: 715 case ROD:
716 case HORN: 716 case HORN:
717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF); 717 safe_strcat (buf[use_buf], " (readied)", &len, HUGE_BUF);
718 break; 718 break;
719 case WEAPON: 719 case WEAPON:
720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF); 720 safe_strcat (buf[use_buf], " (wielded)", &len, HUGE_BUF);
721 break; 721 break;
722 case ARMOUR: 722 case ARMOUR:
723 case HELMET: 723 case HELMET:
724 case SHIELD: 724 case SHIELD:
725 case RING: 725 case RING:
726 case BOOTS: 726 case BOOTS:
727 case GLOVES: 727 case GLOVES:
728 case AMULET: 728 case AMULET:
729 case GIRDLE: 729 case GIRDLE:
730 case BRACERS: 730 case BRACERS:
731 case CLOAK: 731 case CLOAK:
732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF); 732 safe_strcat (buf[use_buf], " (worn)", &len, HUGE_BUF);
733 break; 733 break;
734 case CONTAINER: 734 case CONTAINER:
735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF); 735 safe_strcat (buf[use_buf], " (active)", &len, HUGE_BUF);
736 break; 736 break;
737 case SKILL: 737 case SKILL:
738 default: 738 default:
739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF); 739 safe_strcat (buf[use_buf], " (applied)", &len, HUGE_BUF);
740 } 740 }
741 } 741 }
742
742 if (QUERY_FLAG (op, FLAG_UNPAID)) 743 if (QUERY_FLAG (op, FLAG_UNPAID))
743 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF); 744 safe_strcat (buf[use_buf], " (unpaid)", &len, HUGE_BUF);
744 745
745 return buf[use_buf]; 746 return buf [use_buf];
746} 747}
747 748
748/* 749/*
749 * query_base_name(object) returns a character pointer pointing to a static 750 * query_base_name(object) returns a character pointer pointing to a static
750 * buffer which contains a verbose textual representation of the name 751 * buffer which contains a verbose textual representation of the name
784 } 785 }
785 else 786 else
786 { 787 {
787#endif 788#endif
788 if (!plural) 789 if (!plural)
789 strcpy (buf, op->name); 790 assign (buf, op->name);
790 else 791 else
791 strcpy (buf, op->name_pl); 792 assign (buf, op->name_pl);
793
792 len = strlen (buf); 794 len = strlen (buf);
793#ifdef NEW_MATERIAL_CODE 795#ifdef NEW_MATERIAL_CODE
794 } 796 }
795#endif 797#endif
796 798
800 safe_strcat (buf, op->title, &len, MAX_BUF); 802 safe_strcat (buf, op->title, &len, MAX_BUF);
801 } 803 }
802 804
803 switch (op->type) 805 switch (op->type)
804 { 806 {
805 case SPELLBOOK: 807 case SPELLBOOK:
806 case SCROLL: 808 case SCROLL:
807 case WAND: 809 case WAND:
808 case ROD: 810 case ROD:
809 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED)) 811 if (QUERY_FLAG (op, FLAG_IDENTIFIED) || QUERY_FLAG (op, FLAG_BEEN_APPLIED))
810 { 812 {
811 if (!op->title) 813 if (!op->title)
812 { 814 {
813 safe_strcat (buf, " of ", &len, MAX_BUF); 815 safe_strcat (buf, " of ", &len, MAX_BUF);
814 if (op->inv) 816 if (op->inv)
815 safe_strcat (buf, op->inv->name, &len, MAX_BUF); 817 safe_strcat (buf, op->inv->name, &len, MAX_BUF);
816 else 818 else
817 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name); 819 LOG (llevError, "Spellbook %s lacks inventory\n", &op->name);
818 } 820 }
819 if (op->type != SPELLBOOK) 821 if (op->type != SPELLBOOK)
820 { 822 {
821 sprintf (buf2, " (lvl %d)", op->level); 823 sprintf (buf2, " (lvl %d)", op->level);
822 safe_strcat (buf, buf2, &len, MAX_BUF); 824 safe_strcat (buf, buf2, &len, MAX_BUF);
823 } 825 }
824 } 826 }
825 break; 827 break;
826 828
827 829
828 case SKILL: 830 case SKILL:
829 case AMULET: 831 case AMULET:
830 case RING: 832 case RING:
831 if (!op->title) 833 if (!op->title)
832 { 834 {
833 /* If ring has a title, full description isn't so useful */ 835 /* If ring has a title, full description isn't so useful */
834 char *s = ring_desc (op); 836 char *s = ring_desc (op);
835 837
836 if (s[0]) 838 if (s[0])
837 { 839 {
838 safe_strcat (buf, " ", &len, MAX_BUF); 840 safe_strcat (buf, " ", &len, MAX_BUF);
839 safe_strcat (buf, s, &len, MAX_BUF); 841 safe_strcat (buf, s, &len, MAX_BUF);
840 } 842 }
841 } 843 }
842 break; 844 break;
843 default: 845 default:
844 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED))) 846 if (op->magic && ((QUERY_FLAG (op, FLAG_BEEN_APPLIED) && need_identify (op)) || QUERY_FLAG (op, FLAG_IDENTIFIED)))
845 { 847 {
846 sprintf (buf + strlen (buf), " %+d", op->magic); 848 sprintf (buf + strlen (buf), " %+d", op->magic);
847 } 849 }
848 } 850 }
851
849 return buf; 852 return buf;
850} 853}
851 854
852/* Break this off from describe_item - that function was way 855/* Break this off from describe_item - that function was way
853 * too long, making it difficult to read. This function deals 856 * too long, making it difficult to read. This function deals
854 * with describing the monsters & players abilities. It should only 857 * with describing the monsters & players abilities. It should only
855 * be called with monster & player objects. Returns a description 858 * be called with monster & player objects. Returns a description
856 * in a static buffer. 859 * in a static buffer.
857 */ 860 */
858
859static char * 861static char *
860describe_monster (const object *op) 862describe_monster (const object *op)
861{ 863{
862 char buf[MAX_BUF]; 864 char buf[MAX_BUF];
863 static char retbuf[VERY_BIG_BUF]; 865 static char retbuf[VERY_BIG_BUF];
933 { 935 {
934 treasure *t; 936 treasure *t;
935 int first = 1; 937 int first = 1;
936 938
937 for (t = op->randomitems->items; t != NULL; t = t->next) 939 for (t = op->randomitems->items; t != NULL; t = t->next)
938 if (t->item && (t->item->clone.type == SPELL)) 940 if (t->item && t->item->clone.type == SPELL)
939 { 941 {
940 if (first) 942 if (first)
941 { 943 {
942 first = 0; 944 first = 0;
943 strcat (retbuf, "(Spell abilities:)"); 945 strcat (retbuf, "(Spell abilities:)");
989 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
990 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing")) 992 if (tmp->type == SKILL && !strcmp (tmp->name, "clawing"))
991 break; 993 break;
992 994
993 if (tmp && tmp->attacktype != 0) 995 if (tmp && tmp->attacktype != 0)
994 {
995 DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws"); 996 { DESCRIBE_ABILITY (retbuf, tmp->attacktype, "Claws") }
996 }
997 else 997 else
998 {
999 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 998 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1000 }
1001 } 999 }
1002 else 1000 else
1003 {
1004 DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks"); 1001 { DESCRIBE_ABILITY (retbuf, op->attacktype, "Attacks") }
1005 } 1002
1006 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned"); 1003 DESCRIBE_PATH (retbuf, op->path_attuned, "Attuned");
1007 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled"); 1004 DESCRIBE_PATH (retbuf, op->path_repelled, "Repelled");
1008 DESCRIBE_PATH (retbuf, op->path_denied, "Denied"); 1005 DESCRIBE_PATH (retbuf, op->path_denied, "Denied");
1006
1009 for (i = 0; i < NROFATTACKS; i++) 1007 for (i = 0; i < NROFATTACKS; i++)
1010 {
1011 if (op->resist[i]) 1008 if (op->resist[i])
1012 { 1009 {
1013 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]); 1010 sprintf (buf, "(%s %+d)", resist_plus[i], op->resist[i]);
1014 strcat (retbuf, buf); 1011 strcat (retbuf, buf);
1015 } 1012 }
1016 } 1013
1017 return retbuf; 1014 return retbuf;
1018} 1015}
1019 1016
1020 1017
1021/* 1018/*
1523 } 1520 }
1524 } 1521 }
1525 1522
1526 /* If the object is on a map, make sure we update its face */ 1523 /* If the object is on a map, make sure we update its face */
1527 if (op->map) 1524 if (op->map)
1528 update_object (op, UP_OBJ_FACE); 1525 update_object (op, UP_OBJ_CHANGE);
1529 else 1526 else
1530 { 1527 {
1531 pl = op->in_player (); 1528 pl = op->in_player ();
1532 if (pl) 1529 if (pl)
1533 /* A lot of the values can change from an update - might as well send 1530 /* A lot of the values can change from an update - might as well send

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