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Comparing deliantra/server/common/item.C (file contents):
Revision 1.85 by root, Wed Apr 21 05:40:21 2010 UTC vs.
Revision 1.90 by root, Mon Oct 11 18:40:43 2010 UTC

49 * Basically, for the use/nonuse, the code does something like: 49 * Basically, for the use/nonuse, the code does something like:
50 * "This item goes %s\n", with the use/nonuse values filling in the %s 50 * "This item goes %s\n", with the use/nonuse values filling in the %s
51 */ 51 */
52// see include/object.h 52// see include/object.h
53Body_Locations body_locations[NUM_BODY_LOCATIONS] = { 53Body_Locations body_locations[NUM_BODY_LOCATIONS] = {
54 {KW_body_skill , "You can use it as your skill" , "It is used as a skill"}, 54# define def(name, use, nonuse) { # name, KW_body_ ## name, use, nonuse },
55 {KW_body_combat , "You can wield it as your weapon" , "It is used as a combat weapon"}, 55# include "slotinc.h"
56 {KW_body_range , "You can use it as your range weapon" , "It is used as a range weapon"}, 56# undef def
57 {KW_body_shield , "You can wield it as a shield" , "It is used as a shield"},
58 {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"},
59 {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"},
60 {KW_body_head , "You can wear it on your head" , "It goes on a human's head"},
61 {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"},
62 {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} ,
63 {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"},
64 {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"},
65 {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"},
66 {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"},
67 {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"},
68/*{"body_dragon_torso", "your body", "a dragon's body"} */
69}; 57};
70 58
71static char numbers_10[10][20] = { 59static char numbers_10[10][20] = {
72 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", 60 "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy",
73 "eighty", "ninety" 61 "eighty", "ninety"
202 {BUILDER, "item builder", "item builders", 0, 0}, 190 {BUILDER, "item builder", "item builders", 0, 0},
203 {MATERIAL, "building material", "building materials", 0, 0}, 191 {MATERIAL, "building material", "building materials", 0, 0},
204 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, 192 {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0},
205}; 193};
206 194
207static const int item_types_size = sizeof (item_types) / sizeof (*item_types); 195static const int item_types_size = array_length (item_types);
208 196
209/* This curve may be too steep. But the point is that there should 197/* This curve may be too steep. But the point is that there should
210 * be tough choices - there is no real point to this if everyone can 198 * be tough choices - there is no real point to this if everyone can
211 * wear whatever they want with no worries. Perhaps having the steep 199 * wear whatever they want with no worries. Perhaps having the steep
212 * curve is good (maybe even steeper), but allowing players to 200 * curve is good (maybe even steeper), but allowing players to
215 * note that this table is only really used for program generated items - 203 * note that this table is only really used for program generated items -
216 * custom objects can use whatever they want. 204 * custom objects can use whatever they want.
217 */ 205 */
218static int enc_to_item_power[21] = { 206static int enc_to_item_power[21] = {
219 0, 207 0,
220 0, 1, 2, 3, 4, /* 5 */ 208 0, 1, 2, 3, 4, // 5
221 5, 7, 9, 11, 13, /* 10 */ 209 5, 7, 9, 11, 13, // 10
222 15, 18, 21, 24, 27, /* 15 */ 210 15, 18, 21, 24, 27, // 15
223 30, 35, 40, 45, 50 /* 20 */ 211 30, 35, 40, 45, 50 // 20
224}; 212};
225 213
226int 214int
227get_power_from_ench (int ench) 215get_power_from_ench (int ench)
228{ 216{
353 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1; 341 if (op->flag [FLAG_MAKE_INVIS ]) enc += 1;
354 342
355 return get_power_from_ench (enc); 343 return get_power_from_ench (enc);
356} 344}
357 345
346static const struct get_typedata
347{
348 const typedata *data [NUM_TYPES];
349
350 get_typedata ()
351 {
352 for (int i = 0; i < item_types_size; i++)
353 data [item_types[i].number] = &item_types [i];
354 }
355
356 const typedata *operator ()(int itemtype) const
357 {
358 return data [itemtype];
359 }
360} get_typedata_;
361
358/* returns the typedata that has a number equal to itemtype, if there 362/* returns the typedata that has a number equal to itemtype, if there
359 * isn't one, returns NULL */ 363 * isn't one, returns NULL */
360const typedata * 364const typedata *
361get_typedata (int itemtype) 365get_typedata (int itemtype)
362{ 366{
363 for (int i = 0; i < item_types_size; i++) 367 return get_typedata_ (itemtype);
364 if (item_types[i].number == itemtype)
365 return &item_types[i];
366
367 return NULL;
368} 368}
369 369
370/* returns the typedata that has a name equal to itemtype, if there 370/* returns the typedata that has a name equal to itemtype, if there
371 * isn't one, return the plural name that matches, if there still isn't 371 * isn't one, return the plural name that matches, if there still isn't
372 * one return NULL */ 372 * one return NULL */
483 { 483 {
484 for (attr = 0; attr < NUM_STATS; attr++) 484 for (attr = 0; attr < NUM_STATS; attr++)
485 if ((val = op->stats.stat (attr))) 485 if ((val = op->stats.stat (attr)))
486 buf.printf ("(%s%+d)", short_stat_name[attr], val); 486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
487 487
488 if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); 488 if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp);
489 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 489 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
490 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 490 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
491 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 491 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
492 492
493 buf << describe_resistance (op, 0); 493 buf << describe_resistance (op, 0);
674 674
675 if (op->flag [FLAG_APPLIED]) 675 if (op->flag [FLAG_APPLIED])
676 { 676 {
677 switch (op->type) 677 switch (op->type)
678 { 678 {
679 case RANGED:
679 case BOW: 680 case BOW:
680 case WAND: 681 case WAND:
681 case ROD: 682 case ROD:
682 case HORN: 683 case HORN:
683 buf << " (applied)";
684 break;
685 case WEAPON: 684 case WEAPON:
686 buf << " (applied)"; 685 buf << " (applied)";
687 break; 686 break;
688 case ARMOUR: 687 case ARMOUR:
689 case HELMET: 688 case HELMET:
979 if (!identified) 978 if (!identified)
980 buf << "(unidentified)"; 979 buf << "(unidentified)";
981 980
982 switch (op->type) 981 switch (op->type)
983 { 982 {
983 case RANGED:
984 case BOW: 984 case BOW:
985 case ARROW: 985 case ARROW:
986 case WAND: 986 case WAND:
987 case ROD: 987 case ROD:
988 case HORN: 988 case HORN:
1093 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1094 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1095 */ 1095 */
1096 if (identified || op->flag [FLAG_BEEN_APPLIED]) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1097 { 1097 {
1098 int attr, val;
1099
1100 for (attr = 0; attr < NUM_STATS; attr++) 1098 for (int attr = 0; attr < NUM_STATS; attr++)
1101 if ((val = op->stats.stat (attr))) 1099 if (int val = op->stats.stat (attr))
1102 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1100 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1103 1101
1104 if (op->stats.exp) 1102 if (op->stats.exp)
1105 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1103 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1106 1104
1107 switch (op->type) 1105 switch (op->type)
1108 { 1106 {
1107 case RANGED:
1109 case BOW: 1108 case BOW:
1110 case ARROW: 1109 case ARROW:
1111 case GIRDLE: 1110 case GIRDLE:
1112 case HELMET: 1111 case HELMET:
1113 case SHIELD: 1112 case SHIELD:
1156 { 1155 {
1157 int more_info = 0; 1156 int more_info = 0;
1158 1157
1159 switch (op->type) 1158 switch (op->type)
1160 { 1159 {
1160 case RANGED:
1161 case ROD: /* These use stats.sp for spell selection and stats.food */ 1161 case ROD: /* These use stats.sp for spell selection and stats.food */
1162 case HORN: /* and stats.hp for spell-point regeneration... */ 1162 case HORN: /* and stats.hp for spell-point regeneration... */
1163 case BOW: 1163 case BOW:
1164 case ARROW: 1164 case ARROW:
1165 case WAND: 1165 case WAND:

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