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Comparing deliantra/server/common/item.C (file contents):
Revision 1.7 by root, Thu Sep 21 00:05:24 2006 UTC vs.
Revision 1.19 by pippijn, Mon Jan 15 21:06:18 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>
99 {POTION, "potion", "potions", SK_ALCHEMY, 0}, 100 {POTION, "potion", "potions", SK_ALCHEMY, 0},
100 {FOOD, "food", "food", SK_WOODSMAN, 0}, 101 {FOOD, "food", "food", SK_WOODSMAN, 0},
101 {POISON, "poison", "poisons", SK_ALCHEMY, 0}, 102 {POISON, "poison", "poisons", SK_ALCHEMY, 0},
102 {BOOK, "book", "books", SK_LITERACY, 0}, 103 {BOOK, "book", "books", SK_LITERACY, 0},
103 {CLOCK, "clock", "clocks", 0, 0}, 104 {CLOCK, "clock", "clocks", 0, 0},
104 {LIGHTNING, "lightning", "lightning", 0, 0},
105 {ARROW, "arrow", "arrows", SK_BOWYER, 0}, 105 {ARROW, "arrow", "arrows", SK_BOWYER, 0},
106 {BOW, "bow", "bows", SK_BOWYER, 0}, 106 {BOW, "bow", "bows", SK_BOWYER, 0},
107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0}, 107 {WEAPON, "weapon", "weapons", SK_SMITHERY, 0},
108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0}, 108 {ARMOUR, "armour", "armour", SK_SMITHERY, 0},
109 {PEDESTAL, "pedestal", "pedestals", 0, 0}, 109 {PEDESTAL, "pedestal", "pedestals", 0, 0},
129 {AMULET, "amulet", "amulets", SK_JEWELER, 0}, 129 {AMULET, "amulet", "amulets", SK_JEWELER, 0},
130 {PLAYERMOVER, "player mover", "player movers", 0, 0}, 130 {PLAYERMOVER, "player mover", "player movers", 0, 0},
131 {TELEPORTER, "teleporter", "teleporters", 0, 0}, 131 {TELEPORTER, "teleporter", "teleporters", 0, 0},
132 {CREATOR, "creator", "creators", 0, 0}, 132 {CREATOR, "creator", "creators", 0, 0},
133 {SKILL, "skill", "skills", 0, 0}, 133 {SKILL, "skill", "skills", 0, 0},
134 {EXPERIENCE, "experience", "experience", 0, 0},
135 {EARTHWALL, "earthwall", "earthwalls", 0, 0}, 134 {EARTHWALL, "earthwall", "earthwalls", 0, 0},
136 {GOLEM, "golem", "golems", 0, 0}, 135 {GOLEM, "golem", "golems", 0, 0},
137 {THROWN_OBJ, "projectile", "projectiles", 0, 0}, 136 {THROWN_OBJ, "projectile", "projectiles", 0, 0},
138 {BLINDNESS, "blindness", "blindness", 0, 0}, 137 {BLINDNESS, "blindness", "blindness", 0, 0},
139 {GOD, "god", "gods", 0, 0}, 138 {GOD, "god", "gods", 0, 0},
159 {FLOOR, "floor", "floors", 0, 0}, 158 {FLOOR, "floor", "floors", 0, 0},
160 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0}, 159 {FLESH, "flesh", "flesh", SK_WOODSMAN, 0},
161 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, 160 {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0},
162 {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, 161 {SKILL_TOOL, "skill tool", "skill tools", 0, 0},
163 {LIGHTER, "lighter", "lighters", 0, 0}, 162 {LIGHTER, "lighter", "lighters", 0, 0},
164 {TRAP_PART, "trap part", "trap parts", 0, 0}, 163 {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0},
165 {WALL, "wall", "walls", 0, 0},
166 {LIGHT_SOURCE, "light source", "light sources", 0, 0},
167 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, 164 {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0},
168 {MONSTER, "monster", "monsters", 0, 0},
169 {SPAWN_GENERATOR, "monster generator", "monster generators", 0, 0},
170 {LAMP, "lamp", "lamps", 0, 0}, 165 {LAMP, "lamp", "lamps", 0, 0},
171 {DUPLICATOR, "duplicator", "duplicators", 0, 0}, 166 {DUPLICATOR, "duplicator", "duplicators", 0, 0},
172 {TOOL, "tool", "tools", 0, 0},
173 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, 167 {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0},
174 {BUILDFAC, "building facility", "building facilities", 0, 0},
175 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, 168 {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0},
176 {SPINNER, "spinner", "spinners", 0, 0}, 169 {SPINNER, "spinner", "spinners", 0, 0},
177 {GATE, "gate", "gates", 0, 0}, 170 {GATE, "gate", "gates", 0, 0},
178 {BUTTON, "button", "buttons", 0, 0}, 171 {BUTTON, "button", "buttons", 0, 0},
179 {CF_HANDLE, "cf handle", "cf handles", 0, 0}, 172 {CF_HANDLE, "cf handle", "cf handles", 0, 0},
186 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0}, 179 {SPELL_EFFECT, "spell effect", "spell effects", 0, 0},
187 {CONVERTER, "converter", "converters", 0, 0}, 180 {CONVERTER, "converter", "converters", 0, 0},
188 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0}, 181 {BRACERS, "bracers", "bracers", SK_SMITHERY, 0},
189 {POISONING, "poisoning", "poisonings", 0, 0}, 182 {POISONING, "poisoning", "poisonings", 0, 0},
190 {SAVEBED, "savebed", "savebeds", 0, 0}, 183 {SAVEBED, "savebed", "savebeds", 0, 0},
191 {POISONCLOUD, "poison cloud", "poison clouds", 0, 0},
192 {FIREHOLES, "fireholes", "fireholes", 0, 0},
193 {WAND, "wand", "wands", SK_THAUMATURGY, 0}, 184 {WAND, "wand", "wands", SK_THAUMATURGY, 0},
194 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0}, 185 {SCROLL, "scroll", "scrolls", SK_LITERACY, 0},
195 {DIRECTOR, "director", "directors", 0, 0}, 186 {DIRECTOR, "director", "directors", 0, 0},
196 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0}, 187 {GIRDLE, "girdle", "girdles", SK_SMITHERY, 0},
197 {FORCE, "force", "forces", 0, 0}, 188 {FORCE, "force", "forces", 0, 0},
668 659
669 use_buf++; 660 use_buf++;
670 use_buf %= 5; 661 use_buf %= 5;
671 662
672#ifdef NEW_MATERIAL_CODE 663#ifdef NEW_MATERIAL_CODE
673 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 664 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
674 { 665 {
675 mt = name_to_material (op->materialname); 666 mt = name_to_material (op->materialname);
676 if (mt) 667 if (mt)
677 { 668 {
678 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 669 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
775 return "(null)"; 766 return "(null)";
776 767
777 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 768 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
778 return op->name; /* To speed things up (or make things slower?) */ 769 return op->name; /* To speed things up (or make things slower?) */
779 770
780 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 771 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
781 mt = name_to_material (op->materialname); 772 mt = name_to_material (op->materialname);
782 773
783#ifdef NEW_MATERIAL_CODE 774#ifdef NEW_MATERIAL_CODE
784 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
785 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
786 { 777 {
787 strcpy (buf, mt->description); 778 strcpy (buf, mt->description);
788 len = strlen (buf); 779 len = strlen (buf);
789 safe_strcat (buf, " ", &len, MAX_BUF); 780 safe_strcat (buf, " ", &len, MAX_BUF);
877 868
878 /* Note that the resolution this provides for players really isn't 869 /* Note that the resolution this provides for players really isn't
879 * very good. Any player with a speed greater than .67 will 870 * very good. Any player with a speed greater than .67 will
880 * fall into the 'lightning fast movement' category. 871 * fall into the 'lightning fast movement' category.
881 */ 872 */
882 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 873 if (op->has_active_speed ())
883 { 874 {
884 switch ((int) ((FABS (op->speed)) * 15)) 875 switch ((int) ((FABS (op->speed)) * 15))
885 { 876 {
886 case 0: 877 case 0:
887 strcat (retbuf, "(very slow movement)"); 878 strcat (retbuf, "(very slow movement)");
943 { 934 {
944 treasure *t; 935 treasure *t;
945 int first = 1; 936 int first = 1;
946 937
947 for (t = op->randomitems->items; t != NULL; t = t->next) 938 for (t = op->randomitems->items; t != NULL; t = t->next)
948 if (t->item && (t->item->clone.type == SPELL)) 939 if (t->item && t->item->clone.type == SPELL)
949 { 940 {
950 if (first) 941 if (first)
951 { 942 {
952 first = 0; 943 first = 0;
953 strcat (retbuf, "(Spell abilities:)"); 944 strcat (retbuf, "(Spell abilities:)");
1502 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1493 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1503#endif 1494#endif
1504 return 0; 1495 return 0;
1505} 1496}
1506 1497
1507
1508/* 1498/*
1509 * Supposed to fix face-values as well here, but later. 1499 * Supposed to fix face-values as well here, but later.
1510 */ 1500 */
1511
1512void 1501void
1513identify (object *op) 1502identify (object *op)
1514{ 1503{
1515 object *pl; 1504 object *pl;
1516 1505
1538 /* If the object is on a map, make sure we update its face */ 1527 /* If the object is on a map, make sure we update its face */
1539 if (op->map) 1528 if (op->map)
1540 update_object (op, UP_OBJ_FACE); 1529 update_object (op, UP_OBJ_FACE);
1541 else 1530 else
1542 { 1531 {
1543 pl = is_player_inv (op->env); 1532 pl = op->in_player ();
1544 if (pl) 1533 if (pl)
1545 /* A lot of the values can change from an update - might as well send 1534 /* A lot of the values can change from an update - might as well send
1546 * it all. 1535 * it all.
1547 */ 1536 */
1548 esrv_send_item (pl, op); 1537 esrv_send_item (pl, op);
1549 } 1538 }
1550} 1539}
1540

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