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Comparing deliantra/server/common/item.C (file contents):
Revision 1.31 by root, Mon May 7 07:47:32 2007 UTC vs.
Revision 1.38 by root, Sun Jul 1 05:00:17 2007 UTC

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 */
51Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
52 {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"},
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"},
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
69static char numbers[21][20] = { 68static 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",
272{ 271{
273 int i, tmp, enc; 272 int i, tmp, enc;
274 273
275 enc = 0; 274 enc = 0;
276 for (i = 0; i < NUM_STATS; i++) 275 for (i = 0; i < NUM_STATS; i++)
277 enc += get_attr_value (&op->stats, i); 276 enc += op->stats.stat (i);
278 277
279 /* This protection logic is pretty flawed. 20% fire resistance 278 /* This protection logic is pretty flawed. 20% fire resistance
280 * is much more valuable than 20% confusion, or 20% slow, or 279 * is much more valuable than 20% confusion, or 20% slow, or
281 * several others. Start at 1 - ignore physical - all that normal 280 * several others. Start at 1 - ignore physical - all that normal
282 * armour shouldn't be counted against 281 * armour shouldn't be counted against
502 if (!QUERY_FLAG (op, FLAG_IDENTIFIED)) 501 if (!QUERY_FLAG (op, FLAG_IDENTIFIED))
503 return buf; 502 return buf;
504 503
505 for (attr = 0; attr < NUM_STATS; attr++) 504 for (attr = 0; attr < NUM_STATS; attr++)
506 { 505 {
507 if ((val = get_attr_value (&(op->stats), attr)) != 0) 506 if ((val = op->stats.stat (attr)))
508 {
509 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val); 507 sprintf (buf + strlen (buf), "(%s%+d)", short_stat_name[attr], val);
510 }
511 } 508 }
512 509
513 if (op->stats.exp) 510 if (op->stats.exp)
514 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp); 511 sprintf (buf + strlen (buf), "(speed %+lld)", (long long) op->stats.exp);
515 if (op->stats.wc) 512 if (op->stats.wc)
773 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
774 mt = name_to_material (op->materialname); 771 mt = name_to_material (op->materialname);
775 772
776#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
777 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
778 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
779 { 776 {
780 strcpy (buf, mt->description); 777 strcpy (buf, mt->description);
781 len = strlen (buf); 778 len = strlen (buf);
782 safe_strcat (buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
783 if (!plural) 780 if (!plural)
936 { 933 {
937 treasure *t; 934 treasure *t;
938 int first = 1; 935 int first = 1;
939 936
940 for (t = op->randomitems->items; t != NULL; t = t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
941 if (t->item && t->item->clone.type == SPELL) 938 if (t->item && t->item->type == SPELL)
942 { 939 {
943 if (first) 940 if (first)
944 { 941 {
945 first = 0; 942 first = 0;
946 strcat (retbuf, "(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
947 } 944 }
948 strcat (retbuf, "("); 945 strcat (retbuf, "(");
949 strcat (retbuf, t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
950 strcat (retbuf, ")"); 947 strcat (retbuf, ")");
951 } 948 }
952 } 949 }
953 if (op->type == PLAYER) 950 if (op->type == PLAYER)
954 { 951 {
1084 break; /* We have more information to do below this switch */ 1081 break; /* We have more information to do below this switch */
1085 1082
1086 case POWER_CRYSTAL: 1083 case POWER_CRYSTAL:
1087 if (op->stats.maxsp > 1000) 1084 if (op->stats.maxsp > 1000)
1088 { /*higher capacity crystals */ 1085 { /*higher capacity crystals */
1089 i = (op->stats.maxsp % 100) / 10; 1086 i = (op->stats.maxsp % 1000) / 100;
1087
1090 if (i) 1088 if (i)
1091 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 100, i); 1089 snprintf (buf, MAX_BUF, "(capacity %d.%dk). It is ", op->stats.maxsp / 1000, i);
1092 else 1090 else
1093 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 100); 1091 snprintf (buf, MAX_BUF, "(capacity %dk). It is ", op->stats.maxsp / 1000);
1094 } 1092 }
1095 else 1093 else
1096 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp); 1094 snprintf (buf, MAX_BUF, "(capacity %d). It is ", op->stats.maxsp);
1095
1097 strcat (retbuf, buf); 1096 strcat (retbuf, buf);
1098 i = (op->stats.sp * 10) / op->stats.maxsp; 1097 i = (op->stats.sp * 10) / op->stats.maxsp;
1099 if (op->stats.sp == 0) 1098 if (op->stats.sp == 0)
1100 strcat (retbuf, "empty."); 1099 strcat (retbuf, "empty.");
1101 else if (i == 0) 1100 else if (i == 0)
1166 { 1165 {
1167 int attr, val; 1166 int attr, val;
1168 1167
1169 for (attr = 0; attr < NUM_STATS; attr++) 1168 for (attr = 0; attr < NUM_STATS; attr++)
1170 { 1169 {
1171 if ((val = get_attr_value (&(op->stats), attr)) != 0) 1170 if ((val = op->stats.stat (attr)))
1172 { 1171 {
1173 sprintf (buf, "(%s%+d)", short_stat_name[attr], val); 1172 sprintf (buf, "(%s%+d)", short_stat_name[attr], val);
1174 strcat (retbuf, buf); 1173 strcat (retbuf, buf);
1175 } 1174 }
1176 } 1175 }
1433 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) 1432 if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE)
1434 return 1; 1433 return 1;
1435 1434
1436 /* Check to see if it increases/decreases any stats */ 1435 /* Check to see if it increases/decreases any stats */
1437 for (i = 0; i < NUM_STATS; i++) 1436 for (i = 0; i < NUM_STATS; i++)
1438 if (get_attr_value (&(op->stats), i) != 0) 1437 if (op->stats.stat (i))
1439 return 1; 1438 return 1;
1440 1439
1441 /* If it doesn't fall into any of the above categories, must 1440 /* If it doesn't fall into any of the above categories, must
1442 * be non magical. 1441 * be non magical.
1443 */ 1442 */
1452int 1451int
1453need_identify (const object *op) 1452need_identify (const object *op)
1454{ 1453{
1455 switch (op->type) 1454 switch (op->type)
1456 { 1455 {
1457 case RING: 1456 case RING:
1458 case WAND: 1457 case WAND:
1459 case ROD: 1458 case ROD:
1460 case HORN: 1459 case HORN:
1461 case SCROLL: 1460 case SCROLL:
1462 case SKILL: 1461 case SKILL:
1463 case SKILLSCROLL: 1462 case SKILLSCROLL:
1464 case SPELLBOOK: 1463 case SPELLBOOK:
1465 case FOOD: 1464 case FOOD:
1466 case POTION: 1465 case POTION:
1467 case BOW: 1466 case BOW:
1468 case ARROW: 1467 case ARROW:
1469 case WEAPON: 1468 case WEAPON:
1470 case ARMOUR: 1469 case ARMOUR:
1471 case SHIELD: 1470 case SHIELD:
1472 case HELMET: 1471 case HELMET:
1473 case AMULET: 1472 case AMULET:
1474 case BOOTS: 1473 case BOOTS:
1475 case GLOVES: 1474 case GLOVES:
1476 case BRACERS: 1475 case BRACERS:
1477 case GIRDLE: 1476 case GIRDLE:
1478 case CONTAINER: 1477 case CONTAINER:
1479 case DRINK: 1478 case DRINK:
1480 case FLESH: 1479 case FLESH:
1481 case INORGANIC: 1480 case INORGANIC:
1482 case CLOSE_CON: 1481 case CLOSE_CON:
1483 case CLOAK: 1482 case CLOAK:
1484 case GEM: 1483 case GEM:
1485 case POWER_CRYSTAL: 1484 case POWER_CRYSTAL:
1486 case POISON: 1485 case POISON:
1487 case BOOK: 1486 case BOOK:
1488 case SKILL_TOOL: 1487 case SKILL_TOOL:
1489 return 1; 1488 return 1;
1490 } 1489 }
1490
1491 /* Try to track down some stuff that may show up here. Thus, the 1491 /* Try to track down some stuff that may show up here. Thus, the
1492 * archetype file can be updated, and this function removed. 1492 * archetype file can be updated, and this function removed.
1493 */ 1493 */
1494#if 0 1494#if 0
1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1495 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1519 { 1519 {
1520 if (op->inv && op->randomitems) 1520 if (op->inv && op->randomitems)
1521 op->title = op->inv->name; 1521 op->title = op->inv->name;
1522 else if (op->arch) 1522 else if (op->arch)
1523 { 1523 {
1524 op->name = op->arch->clone.name; 1524 op->name = op->arch->object::name;
1525 op->name_pl = op->arch->clone.name_pl; 1525 op->name_pl = op->arch->object::name_pl;
1526 } 1526 }
1527 } 1527 }
1528 1528
1529 /* 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 */
1530 if (op->map) 1530 if (op->map)

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