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Comparing deliantra/server/common/item.C (file contents):
Revision 1.63 by root, Fri Nov 6 13:03:34 2009 UTC vs.
Revision 1.68 by root, Sun Nov 29 09:41:27 2009 UTC

63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, 63 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, 64 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, 65 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, 66 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
67/*{"body_dragon_torso", "your body", "a dragon's body"} */ 67/*{"body_dragon_torso", "your body", "a dragon's body"} */
68};
69
70static char numbers[21][20] = {
71 "no", "", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten",
72 "eleven", "twelve", "thirteen", "fourteen", "fifteen", "sixteen", "seventeen",
73 "eighteen", "nineteen", "twenty"
74}; 68};
75 69
76static char numbers_10[10][20] = { 70static char numbers_10[10][20] = {
77 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 71 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
78 "eighty", "ninety" 72 "eighty", "ninety"
209 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 203 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
210}; 204};
211 205
212static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 206static const int item_types_size = sizeof (item_types) / sizeof (*item_types);
213 207
214materialtype_t *materialt;
215
216/*
217materialtype material[NROFMATERIALS] = {
218 * P M F E C C A D W G P S P T F C D D C C G H B I *
219 * H A I L O O C R E H O L A U E A E E H O O O L N *
220 * Y G R E L N I A A O I O R R A N P A A U D L I T *
221 * S I E C D F D I P S S W A N R C L T O N Y N R *
222 * I C T U N O T O L E E H S T P D N *
223 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
224 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
225 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
226 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
227 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
228 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
229 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
230 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
231 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
232 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
233 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
234 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
235 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
236};
237*/
238
239/* This curve may be too steep. But the point is that there should 208/* This curve may be too steep. But the point is that there should
240 * be tough choices - there is no real point to this if everyone can 209 * be tough choices - there is no real point to this if everyone can
241 * wear whatever they want with no worries. Perhaps having the steep 210 * wear whatever they want with no worries. Perhaps having the steep
242 * curve is good (maybe even steeper), but allowing players to 211 * curve is good (maybe even steeper), but allowing players to
243 * have 2 * level instead. Ideally, top level characters should only be 212 * have 2 * level instead. Ideally, top level characters should only be
319 288
320 enc += op->stats.luck; 289 enc += op->stats.luck;
321 290
322 /* Do spell paths now */ 291 /* Do spell paths now */
323 for (i = 1; i < NRSPELLPATHS; i++) 292 for (i = 1; i < NRSPELLPATHS; i++)
324 {
325 if (op->path_attuned & (1 << i)) 293 if (op->path_attuned & (1 << i))
326 enc++; 294 enc++;
327 else if (op->path_denied & (1 << i)) 295 else if (op->path_denied & (1 << i))
328 enc -= 2; 296 enc -= 2;
329 else if (op->path_repelled & (1 << i)) 297 else if (op->path_repelled & (1 << i))
330 enc--; 298 enc--;
331 }
332 299
333 if (op->flag [FLAG_LIFESAVE ]) enc += 5; 300 if (op->flag [FLAG_LIFESAVE ]) enc += 5;
334 if (op->flag [FLAG_REFL_SPELL ]) enc += 3; 301 if (op->flag [FLAG_REFL_SPELL ]) enc += 3;
335 if (op->flag [FLAG_REFL_MISSILE]) enc += 2; 302 if (op->flag [FLAG_REFL_MISSILE]) enc += 2;
336 if (op->flag [FLAG_XRAYS ]) enc += 2; 303 if (op->flag [FLAG_XRAYS ]) enc += 2;
438 return levelnumbers_10[i / 10]; 405 return levelnumbers_10[i / 10];
439 406
440 strcpy (buf, numbers_10[i / 10]); 407 strcpy (buf, numbers_10[i / 10]);
441 strcat (buf, levelnumbers[i % 10]); 408 strcat (buf, levelnumbers[i % 10]);
442 return buf; 409 return buf;
443}
444
445/*
446 * get_number(integer) returns the text-representation of the given number
447 * in a static buffer. The buffer might be overwritten at the next
448 * call to get_number().
449 * It is currently only used by the query_name() function.
450 */
451static const char *
452get_number (int i)
453{
454 if (i <= 20)
455 return numbers[i];
456 else
457 {
458 static char buf[MAX_BUF];
459
460 sprintf (buf, "%d", i);
461 return buf;
462 }
463} 410}
464 411
465/* 412/*
466 * Returns pointer to static buffer containing ring's or amulet's 413 * Returns pointer to static buffer containing ring's or amulet's
467 * abilities 414 * abilities
628 use_buf %= 5; 575 use_buf %= 5;
629 576
630 dynbuf_text &buf = bufs [use_buf]; 577 dynbuf_text &buf = bufs [use_buf];
631 buf.clear (); 578 buf.clear ();
632 579
580#if 0
633 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 581 if ((op->is_armor () || op->is_weapon ()) && op->material)
634 if (materialtype_t *mt = name_to_material (op->materialname))
635 buf << mt->description << ' '; 582 buf << op->material->description << ' ';
583#endif
636 584
637 buf << query_short_name (op); 585 buf << query_short_name (op);
638 586
639 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 587 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
640 buf << " *"; 588 buf << " *";
750 if (!op->nrof && !op->weight && !op->title && !is_magical (op)) 698 if (!op->nrof && !op->weight && !op->title && !is_magical (op))
751 return op->name; /* To speed things up (or make things slower?) */ 699 return op->name; /* To speed things up (or make things slower?) */
752 700
753 static dynbuf_text buf; buf.clear (); 701 static dynbuf_text buf; buf.clear ();
754 702
703#if 0
755 if ((op->is_armor () || op->is_weapon ()) && op->materialname) 704 if ((op->is_armor () || op->is_weapon ()) && op->material)
756 if (materialtype_t *mt = name_to_material (op->materialname))
757 if (op->arch->materialname != mt->name) 705 if (op->arch->material != op->material)
758 buf << mt->description << ' '; 706 buf << op->material->description << ' ';
707#endif
759 708
760 buf << (plural ? op->name_pl : op->name); 709 buf << (plural ? op->name_pl : op->name);
761 710
762 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED)) 711 if (op->title && QUERY_FLAG (op, FLAG_IDENTIFIED))
763 buf << ' ' << op->title; 712 buf << ' ' << op->title;
814 /* Note that the resolution this provides for players really isn't 763 /* Note that the resolution this provides for players really isn't
815 * very good. Any player with a speed greater than .67 will 764 * very good. Any player with a speed greater than .67 will
816 * fall into the 'lightning fast movement' category. 765 * fall into the 'lightning fast movement' category.
817 */ 766 */
818 if (op->has_active_speed ()) 767 if (op->has_active_speed ())
819 switch ((int) ((FABS (op->speed)) * 15)) 768 switch ((int)(op->speed * 15.))
820 { 769 {
821 case 0: 770 case 0:
822 buf << "(very slow movement)"; 771 buf << "(very slow movement)";
823 break; 772 break;
824 case 1: 773 case 1:

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