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Comparing deliantra/server/common/item.C (file contents):
Revision 1.5 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.9 by root, Wed Dec 20 09:14:21 2006 UTC

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 */
56Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 50Body_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
85static char numbers[21][20] = { 66static 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",
687 668
688 use_buf++; 669 use_buf++;
689 use_buf %= 5; 670 use_buf %= 5;
690 671
691#ifdef NEW_MATERIAL_CODE 672#ifdef NEW_MATERIAL_CODE
692 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 673 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
693 { 674 {
694 mt = name_to_material (op->materialname); 675 mt = name_to_material (op->materialname);
695 if (mt) 676 if (mt)
696 { 677 {
697 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF); 678 safe_strcat (buf[use_buf], mt->description, &len, HUGE_BUF);
794 return "(null)"; 775 return "(null)";
795 776
796 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 777 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
797 return op->name; /* To speed things up (or make things slower?) */ 778 return op->name; /* To speed things up (or make things slower?) */
798 779
799 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname) 780 if ((op->is_armor () || op->is_weapon ()) && op->materialname)
800 mt = name_to_material (op->materialname); 781 mt = name_to_material (op->materialname);
801 782
802#ifdef NEW_MATERIAL_CODE 783#ifdef NEW_MATERIAL_CODE
803 if ((IS_ARMOR (op) || IS_WEAPON (op)) && op->materialname && mt && 784 if ((op->is_armor () || op->is_weapon ()) && op->materialname && mt &&
804 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL)) 785 op->arch->clone.materialname != mt->name && !(op->material & M_SPECIAL))
805 { 786 {
806 strcpy (buf, mt->description); 787 strcpy (buf, mt->description);
807 len = strlen (buf); 788 len = strlen (buf);
808 safe_strcat (buf, " ", &len, MAX_BUF); 789 safe_strcat (buf, " ", &len, MAX_BUF);
1521 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); 1502 LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name);
1522#endif 1503#endif
1523 return 0; 1504 return 0;
1524} 1505}
1525 1506
1526
1527/* 1507/*
1528 * Supposed to fix face-values as well here, but later. 1508 * Supposed to fix face-values as well here, but later.
1529 */ 1509 */
1530
1531void 1510void
1532identify (object *op) 1511identify (object *op)
1533{ 1512{
1534 object *pl; 1513 object *pl;
1535 1514
1557 /* If the object is on a map, make sure we update its face */ 1536 /* If the object is on a map, make sure we update its face */
1558 if (op->map) 1537 if (op->map)
1559 update_object (op, UP_OBJ_FACE); 1538 update_object (op, UP_OBJ_FACE);
1560 else 1539 else
1561 { 1540 {
1562 pl = is_player_inv (op->env); 1541 pl = op->in_player ();
1563 if (pl) 1542 if (pl)
1564 /* A lot of the values can change from an update - might as well send 1543 /* A lot of the values can change from an update - might as well send
1565 * it all. 1544 * it all.
1566 */ 1545 */
1567 esrv_send_item (pl, op); 1546 esrv_send_item (pl, op);
1568 } 1547 }
1569} 1548}
1549

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