1 | |
|
|
2 | /* |
|
|
3 | * static char *rcsid_item_c = |
|
|
4 | * "$Id: item.C,v 1.5 2006/09/12 18:15:34 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 | */ |
56 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
50 | Body_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 | |
85 | static char numbers[21][20] = { |
66 | static 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}, |
|
|
192 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
166 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
193 | {BUILDFAC, "building facility", "building facilities", 0, 0}, |
|
|
194 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
167 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
195 | {SPINNER, "spinner", "spinners", 0, 0}, |
168 | {SPINNER, "spinner", "spinners", 0, 0}, |
196 | {GATE, "gate", "gates", 0, 0}, |
169 | {GATE, "gate", "gates", 0, 0}, |
197 | {BUTTON, "button", "buttons", 0, 0}, |
170 | {BUTTON, "button", "buttons", 0, 0}, |
198 | {CF_HANDLE, "cf handle", "cf handles", 0, 0}, |
171 | {CF_HANDLE, "cf handle", "cf handles", 0, 0}, |
… | |
… | |
205 | {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, |
178 | {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, |
206 | {CONVERTER, "converter", "converters", 0, 0}, |
179 | {CONVERTER, "converter", "converters", 0, 0}, |
207 | {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, |
180 | {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, |
208 | {POISONING, "poisoning", "poisonings", 0, 0}, |
181 | {POISONING, "poisoning", "poisonings", 0, 0}, |
209 | {SAVEBED, "savebed", "savebeds", 0, 0}, |
182 | {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}, |
183 | {WAND, "wand", "wands", SK_THAUMATURGY, 0}, |
213 | {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, |
184 | {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, |
214 | {DIRECTOR, "director", "directors", 0, 0}, |
185 | {DIRECTOR, "director", "directors", 0, 0}, |
215 | {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, |
186 | {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, |
216 | {FORCE, "force", "forces", 0, 0}, |
187 | {FORCE, "force", "forces", 0, 0}, |
… | |
… | |
687 | |
658 | |
688 | use_buf++; |
659 | use_buf++; |
689 | use_buf %= 5; |
660 | use_buf %= 5; |
690 | |
661 | |
691 | #ifdef NEW_MATERIAL_CODE |
662 | #ifdef NEW_MATERIAL_CODE |
692 | if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) |
663 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
693 | { |
664 | { |
694 | mt = name_to_material (op->materialname); |
665 | mt = name_to_material (op->materialname); |
695 | if (mt) |
666 | if (mt) |
696 | { |
667 | { |
697 | safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); |
668 | safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); |
… | |
… | |
794 | return "(null)"; |
765 | return "(null)"; |
795 | |
766 | |
796 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
767 | if (!op->nrof && !op->weight && !op->title && !is_magical (op)) |
797 | return op->name; /* To speed things up (or make things slower?) */ |
768 | return op->name; /* To speed things up (or make things slower?) */ |
798 | |
769 | |
799 | if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) |
770 | if ((op->is_armor () || op->is_weapon ()) && op->materialname) |
800 | mt = name_to_material (op->materialname); |
771 | mt = name_to_material (op->materialname); |
801 | |
772 | |
802 | #ifdef NEW_MATERIAL_CODE |
773 | #ifdef NEW_MATERIAL_CODE |
803 | if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && |
774 | if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && |
804 | op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) |
775 | op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) |
805 | { |
776 | { |
806 | strcpy (buf, mt->description); |
777 | strcpy (buf, mt->description); |
807 | len = strlen (buf); |
778 | len = strlen (buf); |
808 | safe_strcat (buf, " ", &len, MAX_BUF); |
779 | safe_strcat (buf, " ", &len, MAX_BUF); |
… | |
… | |
896 | |
867 | |
897 | /* Note that the resolution this provides for players really isn't |
868 | /* Note that the resolution this provides for players really isn't |
898 | * very good. Any player with a speed greater than .67 will |
869 | * very good. Any player with a speed greater than .67 will |
899 | * fall into the 'lightning fast movement' category. |
870 | * fall into the 'lightning fast movement' category. |
900 | */ |
871 | */ |
901 | if (FABS (op->speed) > MIN_ACTIVE_SPEED) |
872 | if (op->has_active_speed ()) |
902 | { |
873 | { |
903 | switch ((int) ((FABS (op->speed)) * 15)) |
874 | switch ((int) ((FABS (op->speed)) * 15)) |
904 | { |
875 | { |
905 | case 0: |
876 | case 0: |
906 | strcat (retbuf, "(very slow movement)"); |
877 | strcat (retbuf, "(very slow movement)"); |
… | |
… | |
962 | { |
933 | { |
963 | treasure *t; |
934 | treasure *t; |
964 | int first = 1; |
935 | int first = 1; |
965 | |
936 | |
966 | for (t = op->randomitems->items; t != NULL; t = t->next) |
937 | for (t = op->randomitems->items; t != NULL; t = t->next) |
967 | if (t->item && (t->item->clone.type == SPELL)) |
938 | if (t->item && t->item->clone.type == SPELL) |
968 | { |
939 | { |
969 | if (first) |
940 | if (first) |
970 | { |
941 | { |
971 | first = 0; |
942 | first = 0; |
972 | strcat (retbuf, "(Spell abilities:)"); |
943 | strcat (retbuf, "(Spell abilities:)"); |
… | |
… | |
1521 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1492 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
1522 | #endif |
1493 | #endif |
1523 | return 0; |
1494 | return 0; |
1524 | } |
1495 | } |
1525 | |
1496 | |
1526 | |
|
|
1527 | /* |
1497 | /* |
1528 | * Supposed to fix face-values as well here, but later. |
1498 | * Supposed to fix face-values as well here, but later. |
1529 | */ |
1499 | */ |
1530 | |
|
|
1531 | void |
1500 | void |
1532 | identify (object *op) |
1501 | identify (object *op) |
1533 | { |
1502 | { |
1534 | object *pl; |
1503 | object *pl; |
1535 | |
1504 | |
… | |
… | |
1557 | /* If the object is on a map, make sure we update its face */ |
1526 | /* If the object is on a map, make sure we update its face */ |
1558 | if (op->map) |
1527 | if (op->map) |
1559 | update_object (op, UP_OBJ_FACE); |
1528 | update_object (op, UP_OBJ_FACE); |
1560 | else |
1529 | else |
1561 | { |
1530 | { |
1562 | pl = is_player_inv (op->env); |
1531 | pl = op->in_player (); |
1563 | if (pl) |
1532 | if (pl) |
1564 | /* A lot of the values can change from an update - might as well send |
1533 | /* A lot of the values can change from an update - might as well send |
1565 | * it all. |
1534 | * it all. |
1566 | */ |
1535 | */ |
1567 | esrv_send_item (pl, op); |
1536 | esrv_send_item (pl, op); |
1568 | } |
1537 | } |
1569 | } |
1538 | } |
|
|
1539 | |