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Comparing deliantra/server/common/item.C (file contents):
Revision 1.88 by root, Wed May 12 20:40:50 2010 UTC vs.
Revision 1.95 by root, Fri Jan 27 22:01:46 2012 UTC

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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
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"
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},
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},
487 */ 476 */
488static const char * 477static const char *
489ring_desc (const object *op) 478ring_desc (const object *op)
490{ 479{
491 static dynbuf_text buf; buf.clear (); 480 static dynbuf_text buf; buf.clear ();
492 int attr, val, len; 481 int attr, val;
493 482
494 if (op->flag [FLAG_IDENTIFIED]) 483 if (op->flag [FLAG_IDENTIFIED])
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)))
631 * It is also used by examine/ex and similar functions. 620 * It is also used by examine/ex and similar functions.
632 */ 621 */
633const char * 622const char *
634query_name (const object *op) 623query_name (const object *op)
635{ 624{
636 int len = 0;
637 static dynbuf_text bufs[5]; 625 static dynbuf_text bufs[5];
638 static int use_buf = 0; 626 static int use_buf = 0;
639 627
640 use_buf++; 628 use_buf++;
641 use_buf %= 5; 629 use_buf %= 5;
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:
1364 else if (inv 1352 else if (inv
1365 && inv->msg 1353 && inv->msg
1366 && inv->type == SPELL 1354 && inv->type == SPELL
1367 && flag [FLAG_IDENTIFIED] 1355 && flag [FLAG_IDENTIFIED]
1368 && (type == SPELLBOOK || type == ROD || type == WAND 1356 && (type == SPELLBOOK || type == ROD || type == WAND
1369 || type == ROD || type == POTION || type == SCROLL)) 1357 || type == POTION || type == SCROLL))
1370 // for spellbooks and other stuff that contains spells, print the spell message, 1358 // for spellbooks and other stuff that contains spells, print the spell message,
1371 // unless the object has a custom message handled above. 1359 // unless the object has a custom message handled above.
1372 buf << '\r' << inv->msg << '\n'; 1360 buf << '\r' << inv->msg << '\n';
1373 1361
1374 // try to display the duration for some potions and scrolls 1362 // try to display the duration for some potions and scrolls

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