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/cvs/deliantra/server/common/item.C
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Comparing deliantra/server/common/item.C (file contents):
Revision 1.87 by root, Fri Apr 30 21:13:41 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"
495 { 483 {
496 for (attr = 0; attr < NUM_STATS; attr++) 484 for (attr = 0; attr < NUM_STATS; attr++)
497 if ((val = op->stats.stat (attr))) 485 if ((val = op->stats.stat (attr)))
498 buf.printf ("(%s%+d)", short_stat_name[attr], val); 486 buf.printf ("(%s%+d)", short_stat_name[attr], val);
499 487
500 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);
501 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc); 489 if (op->stats.wc) buf.printf ("(wc%+d)", op->stats.wc);
502 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam); 490 if (op->stats.dam) buf.printf ("(dam%+d)", op->stats.dam);
503 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac); 491 if (op->stats.ac) buf.printf ("(ac%+d)", op->stats.ac);
504 492
505 buf << describe_resistance (op, 0); 493 buf << describe_resistance (op, 0);
686 674
687 if (op->flag [FLAG_APPLIED]) 675 if (op->flag [FLAG_APPLIED])
688 { 676 {
689 switch (op->type) 677 switch (op->type)
690 { 678 {
679 case RANGED:
691 case BOW: 680 case BOW:
692 case WAND: 681 case WAND:
693 case ROD: 682 case ROD:
694 case HORN: 683 case HORN:
695 buf << " (applied)";
696 break;
697 case WEAPON: 684 case WEAPON:
698 buf << " (applied)"; 685 buf << " (applied)";
699 break; 686 break;
700 case ARMOUR: 687 case ARMOUR:
701 case HELMET: 688 case HELMET:
991 if (!identified) 978 if (!identified)
992 buf << "(unidentified)"; 979 buf << "(unidentified)";
993 980
994 switch (op->type) 981 switch (op->type)
995 { 982 {
983 case RANGED:
996 case BOW: 984 case BOW:
997 case ARROW: 985 case ARROW:
998 case WAND: 986 case WAND:
999 case ROD: 987 case ROD:
1000 case HORN: 988 case HORN:
1105 /* Down here, we more further describe equipment type items. 1093 /* Down here, we more further describe equipment type items.
1106 * only describe them if they have been identified or the like. 1094 * only describe them if they have been identified or the like.
1107 */ 1095 */
1108 if (identified || op->flag [FLAG_BEEN_APPLIED]) 1096 if (identified || op->flag [FLAG_BEEN_APPLIED])
1109 { 1097 {
1110 int attr, val;
1111
1112 for (attr = 0; attr < NUM_STATS; attr++) 1098 for (int attr = 0; attr < NUM_STATS; attr++)
1113 if ((val = op->stats.stat (attr))) 1099 if (int val = op->stats.stat (attr))
1114 buf.printf ("(%s%+d)", short_stat_name[attr], val); 1100 buf.printf ("(%s%+d)", short_stat_name[attr], val);
1115 1101
1116 if (op->stats.exp) 1102 if (op->stats.exp)
1117 buf.printf ("(speed %+lld)", (long long) op->stats.exp); 1103 buf.printf ("(speed %+lld)", (long long) op->stats.exp);
1118 1104
1119 switch (op->type) 1105 switch (op->type)
1120 { 1106 {
1107 case RANGED:
1121 case BOW: 1108 case BOW:
1122 case ARROW: 1109 case ARROW:
1123 case GIRDLE: 1110 case GIRDLE:
1124 case HELMET: 1111 case HELMET:
1125 case SHIELD: 1112 case SHIELD:
1168 { 1155 {
1169 int more_info = 0; 1156 int more_info = 0;
1170 1157
1171 switch (op->type) 1158 switch (op->type)
1172 { 1159 {
1160 case RANGED:
1173 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 */
1174 case HORN: /* and stats.hp for spell-point regeneration... */ 1162 case HORN: /* and stats.hp for spell-point regeneration... */
1175 case BOW: 1163 case BOW:
1176 case ARROW: 1164 case ARROW:
1177 case WAND: 1165 case WAND:

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