1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
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 |
53 | Body_Locations body_locations[NUM_BODY_LOCATIONS] = { |
53 | Body_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"}, |
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58 | {KW_body_arm , "You can put it on your arm" , "It goes on a human's arm"}, |
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59 | {KW_body_torso , "You can wear it on your body" , "It goes on a human's torso"}, |
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60 | {KW_body_head , "You can wear it on your head" , "It goes on a human's head"}, |
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61 | {KW_body_neck , "You can wear it around your neck" , "It goes around a human's neck"}, |
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62 | {KW_body_finger , "You can wear it on your finger" , "It goes on a human's finger"} , |
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63 | {KW_body_shoulder, "You can wear it around your shoulders", "It goes around a human's shoulders"}, |
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64 | {KW_body_foot , "You can put it on your foot" , "It goes on a human's foot"}, |
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65 | {KW_body_hand , "You can put it on your hand" , "It goes on a human's hand"}, |
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66 | {KW_body_wrist , "You can wear it around your wrist" , "It goes around a human's wrist"}, |
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67 | {KW_body_waist , "You can wear it around your waist" , "It goes around a human's waist"}, |
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68 | /*{"body_dragon_torso", "your body", "a dragon's body"} */ |
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|
69 | }; |
57 | }; |
70 | |
58 | |
71 | static char numbers_10[10][20] = { |
59 | static 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" |
… | |
… | |
158 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
146 | {INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0}, |
159 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
147 | {SKILL_TOOL, "skill tool", "skill tools", 0, 0}, |
160 | {LIGHTER, "lighter", "lighters", 0, 0}, |
148 | {LIGHTER, "lighter", "lighters", 0, 0}, |
161 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
149 | {BUILDABLE_WALL, "buildable wall", "buildable walls", 0, 0}, |
162 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
150 | {MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0}, |
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151 | {TORCH, "torch", "torches", 0, 0}, |
163 | {LAMP, "lamp", "lamps", 0, 0}, |
152 | {LAMP, "lamp", "lamps", 0, 0}, |
164 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
153 | {DUPLICATOR, "duplicator", "duplicators", 0, 0}, |
165 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
154 | {SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0}, |
166 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
155 | {CLOAK, "cloak", "cloaks", SK_SMITHERY, 0}, |
167 | {SPINNER, "spinner", "spinners", 0, 0}, |
156 | {SPINNER, "spinner", "spinners", 0, 0}, |
… | |
… | |
495 | { |
484 | { |
496 | for (attr = 0; attr < NUM_STATS; attr++) |
485 | for (attr = 0; attr < NUM_STATS; attr++) |
497 | if ((val = op->stats.stat (attr))) |
486 | if ((val = op->stats.stat (attr))) |
498 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
487 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
499 | |
488 | |
500 | if (op->stats.exp) buf.printf ("(speed %+lld)", (long long)op->stats.exp); |
489 | if (op->stats.exp) buf.printf ("(speed %+d)", (int)op->stats.exp); |
501 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
490 | if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); |
502 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
491 | if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); |
503 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
492 | if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); |
504 | |
493 | |
505 | buf << describe_resistance (op, 0); |
494 | buf << describe_resistance (op, 0); |
… | |
… | |
686 | |
675 | |
687 | if (op->flag [FLAG_APPLIED]) |
676 | if (op->flag [FLAG_APPLIED]) |
688 | { |
677 | { |
689 | switch (op->type) |
678 | switch (op->type) |
690 | { |
679 | { |
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|
680 | case RANGED: |
691 | case BOW: |
681 | case BOW: |
692 | case WAND: |
682 | case WAND: |
693 | case ROD: |
683 | case ROD: |
694 | case HORN: |
684 | case HORN: |
695 | buf << " (applied)"; |
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696 | break; |
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697 | case WEAPON: |
685 | case WEAPON: |
698 | buf << " (applied)"; |
686 | buf << " (applied)"; |
699 | break; |
687 | break; |
700 | case ARMOUR: |
688 | case ARMOUR: |
701 | case HELMET: |
689 | case HELMET: |
… | |
… | |
991 | if (!identified) |
979 | if (!identified) |
992 | buf << "(unidentified)"; |
980 | buf << "(unidentified)"; |
993 | |
981 | |
994 | switch (op->type) |
982 | switch (op->type) |
995 | { |
983 | { |
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|
984 | case RANGED: |
996 | case BOW: |
985 | case BOW: |
997 | case ARROW: |
986 | case ARROW: |
998 | case WAND: |
987 | case WAND: |
999 | case ROD: |
988 | case ROD: |
1000 | case HORN: |
989 | case HORN: |
… | |
… | |
1105 | /* Down here, we more further describe equipment type items. |
1094 | /* Down here, we more further describe equipment type items. |
1106 | * only describe them if they have been identified or the like. |
1095 | * only describe them if they have been identified or the like. |
1107 | */ |
1096 | */ |
1108 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1097 | if (identified || op->flag [FLAG_BEEN_APPLIED]) |
1109 | { |
1098 | { |
1110 | int attr, val; |
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1111 | |
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1112 | for (attr = 0; attr < NUM_STATS; attr++) |
1099 | for (int attr = 0; attr < NUM_STATS; attr++) |
1113 | if ((val = op->stats.stat (attr))) |
1100 | if (int val = op->stats.stat (attr)) |
1114 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1101 | buf.printf ("(%s%+d)", short_stat_name[attr], val); |
1115 | |
1102 | |
1116 | if (op->stats.exp) |
1103 | if (op->stats.exp) |
1117 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1104 | buf.printf ("(speed %+lld)", (long long) op->stats.exp); |
1118 | |
1105 | |
1119 | switch (op->type) |
1106 | switch (op->type) |
1120 | { |
1107 | { |
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1108 | case RANGED: |
1121 | case BOW: |
1109 | case BOW: |
1122 | case ARROW: |
1110 | case ARROW: |
1123 | case GIRDLE: |
1111 | case GIRDLE: |
1124 | case HELMET: |
1112 | case HELMET: |
1125 | case SHIELD: |
1113 | case SHIELD: |
… | |
… | |
1168 | { |
1156 | { |
1169 | int more_info = 0; |
1157 | int more_info = 0; |
1170 | |
1158 | |
1171 | switch (op->type) |
1159 | switch (op->type) |
1172 | { |
1160 | { |
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1161 | case RANGED: |
1173 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1162 | case ROD: /* These use stats.sp for spell selection and stats.food */ |
1174 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1163 | case HORN: /* and stats.hp for spell-point regeneration... */ |
1175 | case BOW: |
1164 | case BOW: |
1176 | case ARROW: |
1165 | case ARROW: |
1177 | case WAND: |
1166 | case WAND: |