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Comparing deliantra/server/common/item.C (file contents):
Revision 1.34 by root, Mon May 14 21:32:26 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_skill" , "You can use it as your skill" , "It is used as a skill"}, 51 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"},
53 {"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"},
54 {"body_range" , "You can use it as your range weapon" , "It is used as a range weapon"}, 53 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"},
55 {"body_shield" , "You can wield it as a shield" , "It is used as a shield"}, 54 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
56 {"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"},
57 {"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"},
58 {"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"},
59 {"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"},
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 it on your foot" , "It goes on a human's foot"}, 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 hand" , "It goes on a human's hand"}, 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 wrist" , "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",
771 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 770 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
772 mt = name_to_material (op->materialname); 771 mt = name_to_material (op->materialname);
773 772
774#ifdef NEW_MATERIAL_CODE 773#ifdef NEW_MATERIAL_CODE
775 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt && 774 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
776 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 775 op->arch->materialname != mt->name && !(op->material & M_SPECIAL))
777 { 776 {
778 strcpy (buf, mt->description); 777 strcpy (buf, mt->description);
779 len = strlen (buf); 778 len = strlen (buf);
780 safe_strcat (buf, " ", &len, MAX_BUF); 779 safe_strcat (buf, " ", &len, MAX_BUF);
781 if (!plural) 780 if (!plural)
934 { 933 {
935 treasure *t; 934 treasure *t;
936 int first = 1; 935 int first = 1;
937 936
938 for (t = op->randomitems->items; t != NULL; t = t->next) 937 for (t = op->randomitems->items; t != NULL; t = t->next)
939 if (t->item && t->item->clone.type == SPELL) 938 if (t->item && t->item->type == SPELL)
940 { 939 {
941 if (first) 940 if (first)
942 { 941 {
943 first = 0; 942 first = 0;
944 strcat (retbuf, "(Spell abilities:)"); 943 strcat (retbuf, "(Spell abilities:)");
945 } 944 }
946 strcat (retbuf, "("); 945 strcat (retbuf, "(");
947 strcat (retbuf, t->item->clone.name); 946 strcat (retbuf, t->item->object::name);
948 strcat (retbuf, ")"); 947 strcat (retbuf, ")");
949 } 948 }
950 } 949 }
951 if (op->type == PLAYER) 950 if (op->type == PLAYER)
952 { 951 {
1520 { 1519 {
1521 if (op->inv && op->randomitems) 1520 if (op->inv && op->randomitems)
1522 op->title = op->inv->name; 1521 op->title = op->inv->name;
1523 else if (op->arch) 1522 else if (op->arch)
1524 { 1523 {
1525 op->name = op->arch->clone.name; 1524 op->name = op->arch->object::name;
1526 op->name_pl = op->arch->clone.name_pl; 1525 op->name_pl = op->arch->object::name_pl;
1527 } 1526 }
1528 } 1527 }
1529 1528
1530 /* 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 */
1531 if (op->map) 1530 if (op->map)

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