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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.70 by root, Wed Apr 23 07:49:57 2008 UTC vs.
Revision 1.80 by elmex, Sun Oct 5 12:40:21 2008 UTC

284 * (sack, luggage, etc), tmp->env->env then points to the player (nested 284 * (sack, luggage, etc), tmp->env->env then points to the player (nested
285 * containers not allowed as of now) 285 * containers not allowed as of now)
286 */ 286 */
287 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl) 287 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
288 { 288 {
289 new_draw_info (NDI_UNIQUE, 0, pl, "You are levitating, you can't reach the ground!"); 289 pl->failmsg ("You are levitating, you can't reach the ground! "
290 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
291 "or waiting till the levitation effect wears off.>");
290 return; 292 return;
291 } 293 }
292 294
293 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 295 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
294 return; 296 return;
482 * but that probably will make it more difficult to read, and 484 * but that probably will make it more difficult to read, and
483 * not make it any more efficient 485 * not make it any more efficient
484 */ 486 */
485 if (params && item_matched_string (op, tmp, params)) 487 if (params && item_matched_string (op, tmp, params))
486 { 488 {
489 if (--cnt < 0) break;
487 pick_up (op, tmp); 490 pick_up (op, tmp);
488 if (--cnt <= 0) break;
489 } 491 }
490 else if (can_pick (op, tmp) && !params) 492 else if (can_pick (op, tmp) && !params)
491 { 493 {
494 if (--cnt < 0) break;
492 pick_up (op, tmp); 495 pick_up (op, tmp);
493 break; 496 break;
494 } 497 }
495 498
496 tmp = next; 499 tmp = next;
497 } 500 }
498 501
499 if (cnt <= 0) 502 if (cnt < 0)
500 { 503 {
501 op->failmsg ("Couldn't pick up so many items at once."); 504 op->failmsg ("Couldn't pick up so many items at once.");
502 return 0; 505 return 0;
503 } 506 }
504 507
604 607
605 /* We are only dropping some of the items. We split the current object 608 /* We are only dropping some of the items. We split the current object
606 * off 609 * off
607 */ 610 */
608 if (!can_split (op, tmp, nrof)) 611 if (!can_split (op, tmp, nrof))
612 return;
609 613
610 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op))) 614 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
611 return; 615 return;
612 616
613 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 617 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
614 { 618 {
615 op->statusmsg (format ("You drop the %s.", query_name (tmp))); 619 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
616 op->statusmsg ("The gods who lent it to you retrieves it."); 620 op->statusmsg ("The god who lent it to you retrieves it.");
617 621
618 tmp->destroy (); 622 tmp->destroy ();
619 op->update_stats (); 623 op->update_stats ();
620 return; 624 return;
621 } 625 }
629 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above) 633 for (object *floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
630 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op))) 634 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
631 return; 635 return;
632 636
633 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY) 637 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
638 {
634 sell_item (tmp, op); 639 if (!sell_item (tmp, op))
640 {
641 // if we can't sell it we don't drop it, so give it back to the seller
642 op->insert (tmp);
643 return;
644 }
645 }
635 646
636 tmp->x = op->x; 647 tmp->x = op->x;
637 tmp->y = op->y; 648 tmp->y = op->y;
638 649
639 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 650 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
653 if (tmp->env && tmp->env->type != PLAYER) 664 if (tmp->env && tmp->env->type != PLAYER)
654 { 665 {
655 /* Just toss the object - probably shouldn't be hanging 666 /* Just toss the object - probably shouldn't be hanging
656 * around anyways 667 * around anyways
657 */ 668 */
658 tmp->remove ();
659 tmp->destroy (); 669 tmp->destroy ();
660 return; 670 return;
661 } 671 }
662 else 672 else
663 { 673 {
964 dynbuf_text buf (512, 512); 974 dynbuf_text buf (512, 512);
965 975
966 object *mon = head ? head : this; 976 object *mon = head ? head : this;
967 977
968 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 978 if (QUERY_FLAG (mon, FLAG_UNDEAD))
969 buf << "It is an undead force.\n"; 979 buf << "It is an undead force.\r";
970 980
971 if (mon->level > who->level) 981 if (mon->level > who->level)
972 buf << "It is likely more powerful than you.\n"; 982 buf << "It is likely more powerful than you.\r";
973 else if (mon->level < who->level) 983 else if (mon->level < who->level)
974 buf << "It is likely less powerful than you.\n"; 984 buf << "It is likely less powerful than you.\r";
975 else 985 else
976 buf << "It is probably as powerful as you.\n"; 986 buf << "It is probably as powerful as you.\r";
977 987
978 if (mon->attacktype & AT_ACID) 988 if (mon->attacktype & AT_ACID)
979 buf << "You seem to smell an acrid odor.\n"; 989 buf << "You seem to smell an acrid odor.\r";
980 990
981 /* Anyone know why this used to use the clone value instead of the 991 /* Anyone know why this used to use the clone value instead of the
982 * maxhp field? This seems that it should give more accurate results. 992 * maxhp field? This seems that it should give more accurate results.
983 */ 993 */
984 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) 994 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
985 { /* From 1-4 */ 995 { /* From 1-4 */
986 case 1: 996 case 1:
987 buf << "It is in a bad shape.\n"; 997 buf << "It is in a bad shape.\r";
988 break; 998 break;
989 case 2: 999 case 2:
990 buf << "It is hurt.\n"; 1000 buf << "It is hurt.\r";
991 break; 1001 break;
992 case 3: 1002 case 3:
993 buf << "It is somewhat hurt.\n"; 1003 buf << "It is somewhat hurt.\r";
994 break; 1004 break;
995 case 4: 1005 case 4:
996 buf << "It is in excellent shape.\n"; 1006 buf << "It is in excellent shape.\r";
997 break; 1007 break;
998 } 1008 }
999 1009
1000 if (present_in_ob (POISONING, mon)) 1010 if (present_in_ob (POISONING, mon))
1001 buf << "It looks very ill.\n"; 1011 buf << "It looks very ill.\r";
1012
1013 buf << '\n';
1002 1014
1003 return buf; 1015 return buf;
1004} 1016}
1005 1017
1006/* tmp is the object being described, pl is who is examing it. */ 1018/* tmp is the object being described, pl is who is examing it. */
1064std::string 1076std::string
1065object::describe (object *who) 1077object::describe (object *who)
1066{ 1078{
1067 dynbuf_text buf (1024, 1024); 1079 dynbuf_text buf (1024, 1024);
1068 1080
1069 buf.printf ("That is: %s.\n", long_desc (who).c_str ()); 1081 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1070 1082
1071 if (custom_name) 1083 if (custom_name)
1072 buf.printf ("You call it %s\n", &custom_name); 1084 buf.printf ("You call it %s.\r", &custom_name);
1073 1085
1074 switch (type) 1086 switch (type)
1075 { 1087 {
1076 case SPELLBOOK: 1088 case SPELLBOOK:
1077 if (flag [FLAG_IDENTIFIED] && inv) 1089 if (flag [FLAG_IDENTIFIED] && inv)
1078 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill); 1090 buf.printf ("%s is a %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1079 break; 1091 break;
1080 1092
1081 case BOOK: 1093 case BOOK:
1082 if (msg) 1094 if (msg)
1083 buf << "Something is written in it.\n"; 1095 buf << "Something is written in it.\r";
1084 break; 1096 break;
1085 1097
1086 case CONTAINER: 1098 case CONTAINER:
1087 if (race != NULL) 1099 if (race)
1088 { 1100 {
1089 if (weight_limit && stats.Str < 100) 1101 if (weight_limit && stats.Str < 100)
1090 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n", 1102 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1091 &race, weight_limit / (10.0 * (100 - stats.Str))); 1103 &race, weight_limit / (10.0 * (100 - stats.Str)));
1092 else 1104 else
1093 buf.printf ("It can hold only %s.\n", &race); 1105 buf.printf ("It can hold only %s.\r", &race);
1094 } 1106 }
1095 else if (weight_limit && stats.Str < 100) 1107 else if (weight_limit && stats.Str < 100)
1096 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str))); 1108 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1097 break; 1109 break;
1098 1110
1099 case WAND: 1111 case WAND:
1100 if (flag [FLAG_IDENTIFIED]) 1112 if (flag [FLAG_IDENTIFIED])
1101 buf.printf ("It has %d charges left.\n", stats.food); 1113 buf.printf ("It has %d charges left.\r", stats.food);
1102 break; 1114 break;
1103 } 1115 }
1104 1116
1105 if (materialname && !msg) 1117 if (materialname && !msg)
1106 buf.printf ("It is made of: %s.\n", &materialname); 1118 buf.printf ("It is made of: %s.\r", &materialname);
1107 1119
1108 if (who) 1120 if (who)
1109 /* Where to wear this item */ 1121 /* Where to wear this item */
1110 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1122 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1111 if (slot[i].info) 1123 if (slot[i].info)
1113 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name); 1125 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1114 1126
1115 if (slot[i].info < -1 && who->slot[i].info) 1127 if (slot[i].info < -1 && who->slot[i].info)
1116 buf.printf ("(%d)", -slot[i].info); 1128 buf.printf ("(%d)", -slot[i].info);
1117 1129
1118 buf << ".\n"; 1130 buf << ".\r";
1119 } 1131 }
1120 1132
1121 if (weight) 1133 if (weight)
1122 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0); 1134 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1123 1135
1124 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who) 1136 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1125 { 1137 {
1126 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX)); 1138 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1127 1139
1128 if (is_in_shop (who)) 1140 if (is_in_shop (who))
1129 { 1141 {
1130 if (flag [FLAG_UNPAID]) 1142 if (flag [FLAG_UNPAID])
1131 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP)); 1143 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1132 else 1144 else
1133 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it"); 1145 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1134 } 1146 }
1135 } 1147 }
1136 1148
1137 if (flag [FLAG_MONSTER]) 1149 if (flag [FLAG_MONSTER])
1138 buf << describe_monster (who); 1150 buf << describe_monster (who);
1139 1151
1140 /* Is this item buildable? */ 1152 /* Is this item buildable? */
1141 if (flag [FLAG_IS_BUILDABLE]) 1153 if (flag [FLAG_IS_BUILDABLE])
1142 buf << "This is a buildable item.\n"; 1154 buf << "This is a buildable item.\r";
1143 1155
1144 /* Does the object have a message? Don't show message for all object 1156 /* Does the object have a message? Don't show message for all object
1145 * types - especially if the first entry is a match 1157 * types - especially if the first entry is a match
1146 */ 1158 */
1147 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && *msg != '@') 1159 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1148 { 1160 {
1149 /* This is just a hack so when identifying the items, we print 1161 /* This is just a hack so when identifying the items, we print
1150 * out the extra message 1162 * out the extra message
1151 */ 1163 */
1152 if (need_identify (this) && flag [FLAG_IDENTIFIED]) 1164 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1153 buf << "The object has a story:\n"; 1165 buf << "The object has a story:\r";
1154 1166
1155 buf << msg << '\n'; 1167 buf << msg << '\n';
1156 } 1168 }
1157 1169
1158 buf << '\n'; 1170 buf << '\n';

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