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Revision: 1.102
Committed: Sat Nov 7 18:30:05 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.101: +0 -1 lines
Log Message:
lots of cleanups

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /*
26 * Object (handling) commands
27 */
28
29 #include <global.h>
30 #include <loader.h>
31 #include <skills.h>
32 #include <sproto.h>
33 #include <living.h>
34
35 /*
36 * Object id parsing functions
37 */
38
39 #define ADD_ITEM(NEW,COUNT)\
40 if(!first) {\
41 first = new objectlink;\
42 last=first;\
43 } else {\
44 last->next = new objectlink;\
45 last=last->next;\
46 }\
47 last->next=0;\
48 last->ob=(NEW);\
49 last->id=(COUNT);
50
51 /**
52 * Search the inventory of 'pl' for what matches best with params.
53 * we use item_matched_string above - this gives us consistent behaviour
54 * between many commands. Return the best match, or NULL if no match.
55 * aflag is used with apply -u , and apply -a to
56 * only unapply applied, or apply unapplied objects
57 **/
58 static object *
59 find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60 {
61 object *best = 0;
62 int match_val = 0;
63
64 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 {
66 if (tmp->invisible)
67 continue;
68
69 int tmpmatch = item_matched_string (pl, tmp, params);
70
71 if (tmpmatch > match_val)
72 {
73 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
74 continue;
75
76 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
77 continue;
78
79 match_val = tmpmatch;
80 best = tmp;
81 }
82 }
83
84 return best;
85 }
86
87 /**
88 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
89 **/
90 object *
91 find_best_object_match (object *pl, const char *params)
92 {
93 return find_best_apply_object_match (pl, params, AP_TOGGLE);
94 }
95
96 static bool
97 can_split (object *pl, object *&op, sint32 nrof)
98 {
99 if (object *tmp = op->split (nrof ? nrof : op->number_of ()))
100 {
101 op = tmp;
102 return true;
103 }
104 else
105 {
106 if (op->nrof > 1)
107 new_draw_info_format (NDI_UNIQUE, 0, pl, "There are only %d %s.", op->nrof, &op->name_pl);
108 else
109 new_draw_info_format (NDI_UNIQUE, 0, pl, "There is only one %s.", &op->name);
110
111 return false;
112 }
113 }
114
115 int
116 command_uskill (object *pl, char *params)
117 {
118 if (!params)
119 {
120 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
121 return 0;
122 }
123
124 return use_skill (pl, params);
125 }
126
127 int
128 command_rskill (object *pl, char *params)
129 {
130 object *skill;
131
132 if (!params)
133 {
134 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
135 return 0;
136 }
137
138 skill = find_skill_by_name_fuzzy (pl, params);
139
140 if (!skill)
141 {
142 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
143 return 0;
144 }
145
146 pl->change_skill (0);
147 apply_special (pl, skill, AP_APPLY);
148 return 1;
149 }
150
151 /* A little special because we do want to pass the full params along
152 * as it includes the object to throw.
153 */
154 int
155 command_throw (object *op, char *params)
156 {
157 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
158 return do_skill (op, op, skop, op->facing, params);
159 else
160 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
161
162 return 0;
163 }
164
165 int
166 command_apply (object *op, char *params)
167 {
168 if (!params)
169 {
170 player_apply_below (op);
171 return 0;
172 }
173 else
174 {
175 apply_flag aflag = (apply_flag)0;
176
177 while (*params == ' ')
178 params++;
179
180 if (!strncmp (params, "-a ", 3))
181 {
182 aflag = AP_APPLY;
183 params += 3;
184 }
185
186 if (!strncmp (params, "-u ", 3))
187 {
188 aflag = AP_UNAPPLY;
189 params += 3;
190 }
191
192 while (*params == ' ')
193 params++;
194
195 if (object *inv = find_best_apply_object_match (op, params, aflag))
196 player_apply (op, inv, aflag, 0);
197 else
198 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
199 }
200
201 return 0;
202 }
203
204 /*
205 * Check if an item op can be put into a sack. If pl exists then tell
206 * a player the reason of failure.
207 * returns 1 if it will fit, 0 if it will not. nrof is the number of
208 * objects (op) we want to put in. We specify it separately instead of
209 * using op->nrof because often times, a player may have specified a
210 * certain number of objects to drop, so we can pass that number, and
211 * not need to use split_ob and stuff.
212 */
213 int
214 sack_can_hold (object *pl, object *sack, object *op, uint32 nrof)
215 {
216 if (!QUERY_FLAG (sack, FLAG_APPLIED))
217 {
218 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is not active.", query_name (sack));
219 return 0;
220 }
221
222 if (sack == op)
223 {
224 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the %s into itself.", query_name (sack));
225 return 0;
226 }
227
228 if (sack->race && (sack->race != op->race || op->type == CONTAINER || (sack->stats.food && sack->stats.food != op->type)))
229 {
230 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can put only %s into the %s.", &sack->race, query_name (sack));
231 return 0;
232 }
233
234 if (op->type == SPECIAL_KEY && sack->slaying && op->slaying)
235 {
236 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't put the key into %s.", query_name (sack));
237 return 0;
238 }
239
240 if (sack->weight_limit && (sint32) (sack->carrying + (nrof ? nrof : 1) *
241 (op->weight + (op->type == CONTAINER ? (op->carrying * op->stats.Str) : 0))
242 * (100 - sack->stats.Str) / 100) > sack->weight_limit)
243 {
244 new_draw_info_format (NDI_UNIQUE, 0, pl, "That won't fit in the %s!", query_name (sack));
245 return 0;
246 }
247
248 /* All other checks pass, must be OK */
249 return 1;
250 }
251
252 /* Pick up commands follow */
253
254 /* pl = player (not always - monsters can use this now)
255 * op is the object to put tmp into,
256 * tmp is the object to pick up, nrof is the number to
257 * pick up (0 means all of them)
258 */
259 static void
260 pick_up_object (object *pl, object *op, object *tmp, int nrof)
261 {
262 object *env = tmp->env;
263 uint32 weight, effective_weight_limit;
264 int tmp_nrof = tmp->number_of ();
265
266 /* IF the player is flying & trying to take the item out of a container
267 * that is in his inventory, let him. tmp->env points to the container
268 * (sack, luggage, etc), tmp->env->env then points to the player (nested
269 * containers not allowed as of now)
270 */
271 if ((pl->move_type & MOVE_FLYING) && !QUERY_FLAG (pl, FLAG_WIZ) && tmp->in_player () != pl)
272 {
273 pl->failmsg ("You are levitating, you can't reach the ground! "
274 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
275 "or waiting till the levitation effect wears off.>");
276 return;
277 }
278
279 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
280 return;
281
282 if (nrof > tmp_nrof || nrof <= 0)
283 nrof = tmp_nrof;
284
285 /* Figure out how much weight this object will add to the player */
286 weight = tmp->weight * nrof;
287 if (tmp->inv)
288 weight += tmp->carrying * (100 - tmp->stats.Str) / 100;
289
290 effective_weight_limit = weight_limit [min (MAX_STAT, pl->stats.Str)];
291
292 if ((pl->weight + pl->carrying + weight) > effective_weight_limit)
293 {
294 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
295 return;
296 }
297
298 if (!can_split (pl, tmp, nrof))
299 return;
300
301 if (QUERY_FLAG (tmp, FLAG_UNPAID))
302 {
303 tmp->flag.reset (FLAG_UNPAID);
304 new_draw_info_format (NDI_UNIQUE, 0, pl, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
305 tmp->flag.set (FLAG_UNPAID);
306 }
307 else
308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You pick up the %s.", query_name (tmp));
309
310 op->insert (tmp);
311 }
312
313 /* modified slightly to allow monsters use this -b.t. 5-31-95 */
314 void
315 pick_up (object *op, object *alt)
316 {
317 int need_fix_tmp = 0;
318 object *tmp = NULL;
319 maptile *tmp_map = NULL;
320 int count;
321
322 /* Decide which object to pick. */
323 if (alt)
324 {
325 if (!can_pick (op, alt))
326 {
327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up the %s.", &alt->name);
328 goto leave;
329 }
330
331 tmp = alt;
332 }
333 else
334 {
335 if (op->below == NULL || !can_pick (op, op->below))
336 {
337 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up here.");
338 goto leave;
339 }
340
341 tmp = op->below;
342 }
343
344 /* Try to catch it. */
345 tmp_map = tmp->map;
346 tmp = stop_item (tmp);
347 if (tmp == NULL)
348 goto leave;
349
350 need_fix_tmp = 1;
351 if (!can_pick (op, tmp))
352 goto leave;
353
354 if (op->type == PLAYER)
355 {
356 count = op->contr->count;
357 if (count == 0)
358 count = tmp->nrof;
359 }
360 else
361 count = tmp->nrof;
362
363 /* container is open, so use it */
364 if (tmp->flag [FLAG_STARTEQUIP])
365 alt = op;
366 else if ((alt = op->container_ ()))
367 {
368 if (alt != tmp->env && !sack_can_hold (op, alt, tmp, count))
369 goto leave;
370 }
371 else
372 { /* non container pickup */
373 for (alt = op->inv; alt; alt = alt->below)
374 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) &&
375 alt->race && alt->race == tmp->race && sack_can_hold (NULL, alt, tmp, count))
376 break; /* perfect match */
377
378 if (!alt)
379 for (alt = op->inv; alt; alt = alt->below)
380 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
381 break; /* General container comes next */
382
383 if (!alt)
384 alt = op; /* No free containers */
385 }
386
387 if (tmp->env == alt)
388 {
389 /* here it could be possible to check rent,
390 * if someone wants to implement it
391 */
392 alt = op;
393 }
394
395 #ifdef PICKUP_DEBUG
396 LOG (llevDebug, "Pick_up(): %s picks %s (%d) and inserts it %s.\n", op->name, tmp->name, op->contr->count, alt->name);
397 #endif
398
399 /* startequip items are not allowed to be put into containers: */
400 if (op->type == PLAYER && alt->type == CONTAINER && QUERY_FLAG (tmp, FLAG_STARTEQUIP))
401 {
402 new_draw_info (NDI_UNIQUE, 0, op, "This object cannot be put into containers!");
403 goto leave;
404 }
405
406 pick_up_object (op, alt, tmp, count);
407
408 if (tmp->destroyed () || tmp->env)
409 need_fix_tmp = 0;
410
411 if (op->type == PLAYER)
412 op->contr->count = 0;
413
414 goto leave;
415
416 leave:
417 if (need_fix_tmp)
418 fix_stopped_item (tmp, tmp_map, op);
419 }
420
421 /* This takes (picks up) and item. op is the player
422 * who issued the command. params is a string to
423 * match against the item name. Basically, always
424 * returns zero, but that should be improved.
425 */
426 int
427 command_take (object *op, char *params)
428 {
429 object *tmp, *next;
430
431 if (op->container_ ())
432 tmp = op->container_ ()->inv;
433 else
434 {
435 tmp = op->above;
436 if (tmp)
437 while (tmp->above)
438 tmp = tmp->above;
439
440 if (!tmp)
441 tmp = op->below;
442 }
443
444 if (!tmp)
445 {
446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
447 return 0;
448 }
449
450 /* Makes processing easier */
451 if (params && *params == '\0')
452 params = 0;
453
454 int cnt = MAX_ITEM_PER_DROP;
455
456 while (tmp)
457 {
458 next = tmp->below;
459
460 if (tmp->invisible)
461 {
462 tmp = next;
463 continue;
464 }
465
466 /* This following two if and else if could be merged into line
467 * but that probably will make it more difficult to read, and
468 * not make it any more efficient
469 */
470 if (params && item_matched_string (op, tmp, params))
471 {
472 if (--cnt < 0) break;
473 pick_up (op, tmp);
474 }
475 else if (can_pick (op, tmp) && !params)
476 {
477 if (--cnt < 0) break;
478 pick_up (op, tmp);
479 break;
480 }
481
482 tmp = next;
483 }
484
485 if (cnt < 0)
486 {
487 op->failmsg ("Couldn't pick up so many items at once.");
488 return 0;
489 }
490
491 if (!params && !tmp)
492 {
493 for (tmp = op->below; tmp; tmp = tmp->below)
494 if (!tmp->invisible)
495 {
496 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't pick up a %s.", &tmp->name);
497 break;
498 }
499
500 if (!tmp)
501 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
502 }
503
504 return 0;
505 }
506
507 /*
508 * This function was part of drop, now is own function.
509 * Player 'op' tries to put object 'tmp' into sack 'sack',
510 * if nrof is non zero, then nrof objects is tried to put into sack.
511 *
512 * Note that the 'sack' in question can now be a transport,
513 * so this function isn't named very good anymore.
514 */
515 void
516 put_object_in_sack (object *op, object *sack, object *tmp, uint32 nrof)
517 {
518 object *tmp2, *sack2;
519 char buf[MAX_BUF];
520
521 if (sack == tmp)
522 return; /* Can't put an object in itself */
523
524 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP))
525 {
526 new_draw_info_format (NDI_UNIQUE, 0, op, "You cannot put the %s in the %s.", query_name (tmp), query_name (sack));
527 return;
528 }
529
530 if (tmp->type == CONTAINER && tmp->inv)
531 {
532 /* Eneq(@csd.uu.se): If the object to be dropped is a container
533 * we instead move the contents of that container into the active
534 * container, this is only done if the object has something in it.
535 */
536 sack2 = tmp;
537 new_draw_info_format (NDI_UNIQUE, 0, op, "You move the items from %s into %s.", query_name (tmp), query_name (sack));
538
539 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp)
540 {
541 tmp = tmp2->below;
542
543 if ((sack->type == CONTAINER && sack_can_hold (op, op->container_ (), tmp2, tmp2->nrof)))
544 put_object_in_sack (op, sack, tmp2, 0);
545 else
546 {
547 sprintf (buf, "Your %s fills up.", query_name (sack));
548 new_draw_info (NDI_UNIQUE, 0, op, buf);
549 break;
550 }
551 }
552
553 return;
554 }
555
556 /* Don't worry about this for containers - our caller should have
557 * already checked this.
558 */
559 if ((sack->type == CONTAINER) && !sack_can_hold (op, sack, tmp, (nrof ? nrof : tmp->nrof)))
560 return;
561
562 if (QUERY_FLAG (tmp, FLAG_APPLIED))
563 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
564 return;
565
566 /* we want to put some portion of the item into the container */
567 if (!can_split (op, tmp, nrof))
568 return;
569
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
571 sack->insert (tmp);
572 }
573
574 /*
575 * This function was part of drop, now is own function.
576 * Player 'op' tries to drop object 'tmp', if tmp is non zero, then
577 * nrof objects is tried to dropped.
578 * This is used when dropping objects onto the floor.
579 */
580 void
581 drop_object (object *op, object *tmp, uint32 nrof)
582 {
583 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
584 return;
585
586 if (QUERY_FLAG (tmp, FLAG_APPLIED))
587 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
588 return; /* can't unapply it */
589
590 /* We are only dropping some of the items. We split the current object
591 * off
592 */
593 if (!can_split (op, tmp, nrof))
594 return;
595
596 drop_object (op, tmp);
597
598 if (!tmp->destroyed () && !tmp->is_inserted ())
599 {
600 // if nothing happened with the object we give it back
601 op->insert (tmp);
602 }
603 }
604
605 /* In contrast to drop_object (op, tmp, nrof) above this function takes the
606 * already split off object, and feeds it to the event handlers and does
607 * other magic with it.
608 *
609 * <droppper> is the object that dropped this object and <obj> is the
610 * object that was dropped.
611 *
612 * Make sure to check what happened with <obj> after this function returns!
613 * Otherwise you may leak this object.
614 */
615 void
616 drop_object (object *dropper, object *obj)
617 {
618 if (INVOKE_OBJECT (DROP, obj, ARG_OBJECT (dropper)))
619 return;
620
621 if (obj->destroyed () || obj->is_inserted ())
622 return;
623
624 if (QUERY_FLAG (obj, FLAG_STARTEQUIP))
625 {
626 dropper->statusmsg (format ("You drop the %s.", query_name (obj)));
627 dropper->statusmsg ("The god who lent it to you retrieves it.");
628
629 obj->destroy ();
630 dropper->update_stats ();
631 return;
632 }
633
634 for (object *floor = GET_MAP_OB (dropper->map, dropper->x, dropper->y);
635 floor;
636 floor = floor->above)
637 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (obj), ARG_OBJECT (dropper)))
638 return;
639
640 if (obj->destroyed () || obj->is_inserted ())
641 return;
642
643 if (is_in_shop (dropper) && !QUERY_FLAG (obj, FLAG_UNPAID) && obj->type != MONEY)
644 if (!sell_item (obj, dropper))
645 return;
646
647 /* If nothing special happened with this object, the default action is to
648 * insert it below the dropper:
649 */
650
651 obj->x = dropper->x;
652 obj->y = dropper->y;
653
654 insert_ob_in_map (obj, dropper->map, dropper, INS_BELOW_ORIGINATOR);
655 }
656
657 void
658 drop (object *op, object *tmp)
659 {
660 /* Hopeful fix for disappearing objects when dropping from a container -
661 * somehow, players get an invisible object in the container, and the
662 * old logic would skip over invisible objects - works fine for the
663 * playes inventory, but drop inventory wants to use the next value.
664 */
665 if (tmp->invisible)
666 {
667 /* if the following is the case, it must be in an container. */
668 if (tmp->env && tmp->env->type != PLAYER)
669 {
670 /* Just toss the object - probably shouldn't be hanging
671 * around anyways
672 */
673 tmp->destroy ();
674 return;
675 }
676 else
677 {
678 while (tmp && tmp->invisible)
679 tmp = tmp->below;
680 }
681 }
682
683 if (tmp == NULL)
684 {
685 new_draw_info (NDI_UNIQUE, 0, op, "You don't have anything to drop.");
686 return;
687 }
688
689 if (QUERY_FLAG (tmp, FLAG_INV_LOCKED))
690 {
691 new_draw_info (NDI_UNIQUE, 0, op, "This item is locked");
692 return;
693 }
694
695 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
696 {
697 #if 0
698 /* Eneq(@csd.uu.se): Objects with NO_DROP defined can't be dropped. */
699 new_draw_info (NDI_UNIQUE, 0, op, "This item can't be dropped.");
700 #endif
701 return;
702 }
703
704 if (op->type == PLAYER && op->contr->last_used == tmp)
705 op->contr->last_used = tmp->below ? tmp->below
706 : tmp->above ? tmp->above
707 : (object *)0;
708
709 if (op->container_ ())
710 {
711 if (op->type == PLAYER)
712 put_object_in_sack (op, op->container_ (), tmp, op->contr->count);
713 else
714 put_object_in_sack (op, op->container_ (), tmp, 0);
715 }
716 else
717 {
718 if (op->type == PLAYER)
719 drop_object (op, tmp, op->contr->count);
720 else
721 drop_object (op, tmp, 0);
722 }
723
724 if (op->type == PLAYER)
725 op->contr->count = 0;
726 }
727
728 /* Command will drop all items that have not been locked */
729 int
730 command_dropall (object *op, char *params)
731 {
732
733 if (op->inv == NULL)
734 {
735 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop!");
736 return 0;
737 }
738
739 object *curinv = op->inv;
740 object *nextinv;
741
742 /*
743 This is the default. Drops everything not locked or considered
744 not something that should be dropped.
745 */
746 /*
747 Care must be taken that the next item pointer is not to money as
748 the drop() routine will do unknown things to it when dropping
749 in a shop. --Tero.Pelander@utu.fi
750 */
751
752 int cnt = MAX_ITEM_PER_DROP;
753
754 if (!params)
755 {
756 while (curinv)
757 {
758 nextinv = curinv->below;
759
760 while (nextinv && nextinv->type == MONEY)
761 nextinv = nextinv->below;
762
763 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && curinv->type != MONEY &&
764 curinv->type != FOOD && curinv->type != KEY &&
765 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
766 !curinv->invisible && (curinv->type != CONTAINER || op->container_ () != curinv))
767 {
768 drop (op, curinv);
769 if (--cnt <= 0) break;
770 }
771
772 curinv = nextinv;
773 }
774 }
775 else if (strcmp (params, "weapons") == 0)
776 {
777 while (curinv)
778 {
779 nextinv = curinv->below;
780
781 while (nextinv && nextinv->type == MONEY)
782 nextinv = nextinv->below;
783
784 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
785 {
786 drop (op, curinv);
787 if (--cnt <= 0) break;
788 }
789
790 curinv = nextinv;
791 }
792 }
793 else if (strcmp (params, "armor") == 0 || strcmp (params, "armour") == 0)
794 {
795 while (curinv)
796 {
797 nextinv = curinv->below;
798
799 while (nextinv && nextinv->type == MONEY)
800 nextinv = nextinv->below;
801
802 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
803 {
804 drop (op, curinv);
805 if (--cnt <= 0) break;
806 }
807
808 curinv = nextinv;
809 }
810 }
811 else if (strcmp (params, "misc") == 0)
812 {
813 while (curinv)
814 {
815 nextinv = curinv->below;
816
817 while (nextinv && nextinv->type == MONEY)
818 nextinv = nextinv->below;
819
820 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && !QUERY_FLAG (curinv, FLAG_APPLIED))
821 {
822 switch (curinv->type)
823 {
824 case HORN:
825 case BOOK:
826 case SPELLBOOK:
827 case GIRDLE:
828 case AMULET:
829 case RING:
830 case CLOAK:
831 case BOOTS:
832 case GLOVES:
833 case BRACERS:
834 case SCROLL:
835 case ARMOUR_IMPROVER:
836 case WEAPON_IMPROVER:
837 case WAND:
838 case ROD:
839 case POTION:
840 drop (op, curinv);
841 curinv = nextinv;
842 break;
843 default:
844 curinv = nextinv;
845 break;
846 }
847
848 if (--cnt <= 0) break;
849 }
850
851 curinv = nextinv;
852 }
853 }
854
855 if (cnt <= 0)
856 op->failmsg ("Only dropped some items, can't drop that many items at once.");
857
858 /* draw_look(op);*/
859 return 0;
860 }
861
862
863 /* This function tries to drop all objects in the <objs> vector.
864 * <dropper> is the object that wants to drop them.
865 * <cnt> can be a 0 pointer or a pointer to the maximum number of
866 * drop operations to perform.
867 *
868 * Returns true if at least one item was dropped.
869 */
870 static bool
871 drop_vector (object *dropper, vector<object *> &objs, int *cnt)
872 {
873 vector<object *>::iterator i;
874
875 bool did_one = false;
876
877 for (i = objs.begin (); i != objs.end (); i++)
878 {
879 drop (dropper, *i);
880 if (cnt && --*cnt <= 0) break;
881 did_one = true;
882 }
883
884 return did_one;
885 }
886
887 /* Object op wants to drop object(s) params. params can be a
888 * comma seperated list.
889 */
890 int
891 command_drop (object *op, char *params)
892 {
893 object *tmp, *next;
894 int did_one = 0;
895
896 if (!params)
897 {
898 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
899 return 0;
900 }
901 else
902 {
903 vector<object *> matched_objs;
904
905 for (tmp = op->inv; tmp; tmp = next)
906 {
907 next = tmp->below;
908 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
909 continue;
910
911 if (item_matched_string (op, tmp, params))
912 matched_objs.push_back (tmp);
913 }
914
915 int cnt = MAX_ITEM_PER_DROP;
916
917 if (!drop_vector (op, matched_objs, &cnt))
918 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
919
920 if (cnt <= 0)
921 op->failmsg ("Only dropped some items, can't drop that many items at once.");
922 }
923
924 return 0;
925 }
926
927 int
928 command_examine (object *op, char *params)
929 {
930 if (!params)
931 {
932 object *tmp = op->below;
933
934 while (tmp && !tmp->client_visible ())
935 tmp = tmp->below;
936
937 if (tmp)
938 examine (op, tmp);
939 }
940 else
941 {
942 object *tmp = find_best_object_match (op, params);
943
944 if (tmp)
945 examine (op, tmp);
946 else
947 op->contr->infobox (MSG_CHANNEL ("examine"), format ("Could not find an object that matches %s", params));
948 }
949
950 return 0;
951 }
952
953 /* op should be a player.
954 * we return the object the player has marked with the 'mark' command
955 * below. If no match is found (or object has changed), we return
956 * NULL. We leave it up to the calling function to print messages if
957 * nothing is found.
958 */
959 object *
960 find_marked_object (object *op)
961 {
962 object *tmp;
963
964 if (!op || !op->contr)
965 return NULL;
966
967 if (!op->contr->mark)
968 {
969 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
970 return 0;
971 }
972
973 /* This may seem like overkill, but we need to make sure that they
974 * player hasn't dropped the item. We use count on the off chance that
975 * an item got reincarnated at some point.
976 */
977 for (tmp = op->inv; tmp; tmp = tmp->below)
978 {
979 if (tmp->invisible)
980 continue;
981
982 if (tmp == op->contr->mark)
983 {
984 if (!tmp->destroyed ())
985 return tmp;
986 else
987 {
988 op->contr->mark = 0;
989 /* new_draw_info(NDI_UNIQUE,0,op,"You have no marked object");*/
990 return 0;
991 }
992 }
993 }
994
995 return 0;
996 }
997
998 std::string
999 object::describe_monster (object *who)
1000 {
1001 dynbuf_text buf (512, 512);
1002
1003 object *mon = head ? head : this;
1004
1005 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1006 buf << "It is an undead force.\r";
1007
1008 if (mon->level > who->level)
1009 buf << "It is likely more powerful than you.\r";
1010 else if (mon->level < who->level)
1011 buf << "It is likely less powerful than you.\r";
1012 else
1013 buf << "It is probably as powerful as you.\r";
1014
1015 if (mon->attacktype & AT_ACID)
1016 buf << "You seem to smell an acrid odor.\r";
1017
1018 /* Anyone know why this used to use the clone value instead of the
1019 * maxhp field? This seems that it should give more accurate results.
1020 */
1021 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1022 { /* From 1-4 */
1023 case 1:
1024 buf << "It is in a bad shape.\r";
1025 break;
1026 case 2:
1027 buf << "It is hurt.\r";
1028 break;
1029 case 3:
1030 buf << "It is somewhat hurt.\r";
1031 break;
1032 case 4:
1033 buf << "It is in excellent shape.\r";
1034 break;
1035 }
1036
1037 if (present_in_ob (POISONING, mon))
1038 buf << "It looks very ill.\r";
1039
1040 buf << '\n';
1041
1042 return buf;
1043 }
1044
1045 /* tmp is the object being described, pl is who is examing it. */
1046 const char *
1047 long_desc (object *tmp, object *pl)
1048 {
1049 static std::string s;
1050
1051 return (s = tmp->long_desc (pl)).c_str ();
1052 }
1053
1054 std::string
1055 object::long_desc (object *who)
1056 {
1057 std::string buf (query_name ());
1058
1059 switch (type)
1060 {
1061 case RING:
1062 case SKILL:
1063 case WEAPON:
1064 case ARMOUR:
1065 case BRACERS:
1066 case HELMET:
1067 case SHIELD:
1068 case BOOTS:
1069 case GLOVES:
1070 case AMULET:
1071 case GIRDLE:
1072 case BOW:
1073 case ARROW:
1074 case CLOAK:
1075 case FOOD:
1076 case DRINK:
1077 case FLESH:
1078 case SKILL_TOOL:
1079 case LAMP:
1080 case POWER_CRYSTAL:
1081 {
1082 const char *cp = ::describe_item (this, who);
1083
1084 if (*cp)
1085 {
1086 buf.append (" ");
1087 buf.append (cp);
1088 }
1089 }
1090 }
1091
1092 return buf;
1093 }
1094
1095 /* op is the player
1096 * tmp is the monster being examined.
1097 */
1098 void
1099 examine_monster (object *op, object *tmp)
1100 {
1101 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1102 }
1103
1104 static void
1105 describe_dump_object (dynbuf &buf, object *ob)
1106 {
1107 char *txt = dump_object (ob);
1108 for (char *p = txt; *p; ++p) if (*p == '\n') *p = '\r';
1109 buf << "\n" << txt << "\n";
1110
1111 if (!ob->is_arch ())
1112 describe_dump_object (buf, ob->arch);
1113 }
1114
1115 std::string
1116 object::describe (object *who)
1117 {
1118 dynbuf_text buf (1024, 1024);
1119
1120 buf.printf ("That is: %s.\r", long_desc (who).c_str ());
1121
1122 if (custom_name)
1123 buf.printf ("You call it %s.\r", &custom_name);
1124
1125 switch (type)
1126 {
1127 case SPELLBOOK:
1128 if (flag [FLAG_IDENTIFIED] && inv)
1129 buf.printf ("%s is a level %s %s spell.\r", &inv->name, get_levelnumber (inv->level), &inv->skill);
1130 break;
1131
1132 case BOOK:
1133 if (msg)
1134 buf << "Something is written in it.\r";
1135 break;
1136
1137 case CONTAINER:
1138 if (race)
1139 {
1140 if (weight_limit && stats.Str < 100)
1141 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\r",
1142 &race, weight_limit / (10.0 * (100 - stats.Str)));
1143 else
1144 buf.printf ("It can hold only %s.\r", &race);
1145 }
1146 else if (weight_limit && stats.Str < 100)
1147 buf.printf ("Its weight limit is %.1f kg.\r", weight_limit / (10.0 * (100 - stats.Str)));
1148 break;
1149
1150 case WAND:
1151 if (flag [FLAG_IDENTIFIED])
1152 buf.printf ("It has %d charges left.\r", stats.food);
1153 break;
1154 }
1155
1156 if (materialname && !msg)
1157 buf << (nrof > 1 ? "They are made of " : "It is made of ")
1158 << materialname
1159 << '\r';
1160
1161 if (who)
1162 /* Where to wear this item */
1163 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1164 if (slot[i].info)
1165 {
1166 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1167
1168 if (slot[i].info < -1 && who->slot[i].info)
1169 buf.printf ("(%d)", -slot[i].info);
1170
1171 buf << ".\r";
1172 }
1173
1174 if (weight)
1175 buf.printf ("%s %3.3f kg.\r", nrof > 1 ? "They weigh" : "It weighs", weight * (nrof ? nrof : 1) / 1000.0);
1176
1177 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1178 {
1179 buf.printf ("You reckon %s worth %s.\r", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1180
1181 if (is_in_shop (who))
1182 {
1183 if (flag [FLAG_UNPAID])
1184 buf.printf ("%s would cost you %s.\r", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1185 else
1186 buf.printf ("You are offered %s for %s.\r", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1187 }
1188 }
1189
1190 if (flag [FLAG_MONSTER])
1191 buf << describe_monster (who);
1192
1193 /* Is this item buildable? */
1194 if (flag [FLAG_IS_BUILDABLE])
1195 buf << "This is a buildable item.\r";
1196
1197 /* Does the object have a message? Don't show message for all object
1198 * types - especially if the first entry is a match
1199 */
1200 if (msg)
1201 {
1202 if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ())
1203 {
1204 buf << '\r';
1205
1206 /* This is just a hack so when identifying the items, we print
1207 * out the extra message
1208 */
1209 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1210 buf << "The object has a story:\r";
1211
1212 buf << msg << '\n';
1213 }
1214 }
1215 else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1216 && (type == SPELLBOOK || type == ROD || type == WAND
1217 || type == ROD || type == POTION || type == SCROLL))
1218 // for spellbooks and other stuff that contains spells, print the spell message,
1219 // unless the object has a custom message handled above.
1220 buf << '\r' << inv->msg << '\n';
1221
1222 // try to display the duration for some potions and scrolls
1223 // this includes change ability potions and group spells,
1224 // but does not handle protection potions
1225 if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED]
1226 && (type == POTION || type == SCROLL))
1227 {
1228 object *spell = inv;
1229
1230 if (spell->subtype == SP_PARTY_SPELL)
1231 spell = spell->other_arch;
1232
1233 if (spell->subtype == SP_CHANGE_ABILITY)
1234 buf.printf ("\nH<The effect will last about %.10g seconds.>",
1235 TICK2TIME (change_ability_duration (spell, this)));
1236 }
1237
1238 // Display a hint about inscribable items [empty books]
1239 // This includes the amount of text they can hold.
1240 if (type == INSCRIBABLE)
1241 {
1242 if (other_arch && other_arch->type == SCROLL)
1243 buf.printf ("\nH<You can use the inscription skill to inscribe a spell into it.>");
1244 else
1245 buf.printf ("\nH<You can use the inscription skill to inscribe text into it. It has room for up to %d characters.>",
1246 weight_limit);
1247 }
1248
1249 buf << '\n';
1250
1251 // the dungeon master additionally gets a complete dump
1252 if (who && who->flag [FLAG_WIZLOOK])
1253 {
1254 buf << "\nT<Object>\n";
1255 describe_dump_object (buf, this);
1256
1257 if (inv)
1258 {
1259 buf << "\nT<Top Inventory>\n";
1260 describe_dump_object (buf, inv);
1261 }
1262 }
1263
1264 return std::string (buf.linearise (), buf.size ());
1265 }
1266
1267 static void
1268 display_new_pickup (object *op)
1269 {
1270 int i = op->contr->mode;
1271
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DEBUG", i & PU_DEBUG ? 1 : 0);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "%d INHIBIT", i & PU_INHIBIT ? 1 : 0);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "%d STOP", i & PU_STOP ? 1 : 0);
1275
1276 new_draw_info_format (NDI_UNIQUE, 0, op, "%d <= x pickup weight/value RATIO (0==off)", (i & PU_RATIO) * 5);
1277
1278 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FOOD", i & PU_FOOD ? 1 : 0);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "%d DRINK", i & PU_DRINK ? 1 : 0);
1280 new_draw_info_format (NDI_UNIQUE, 0, op, "%d VALUABLES", i & PU_VALUABLES ? 1 : 0);
1281
1282 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOW", i & PU_BOW ? 1 : 0);
1283 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARROW", i & PU_ARROW ? 1 : 0);
1284
1285 new_draw_info_format (NDI_UNIQUE, 0, op, "%d HELMET", i & PU_HELMET ? 1 : 0);
1286 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SHIELD", i & PU_SHIELD ? 1 : 0);
1287 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ARMOUR", i & PU_ARMOUR ? 1 : 0);
1288
1289 new_draw_info_format (NDI_UNIQUE, 0, op, "%d BOOTS", i & PU_BOOTS ? 1 : 0);
1290 new_draw_info_format (NDI_UNIQUE, 0, op, "%d GLOVES", i & PU_GLOVES ? 1 : 0);
1291 new_draw_info_format (NDI_UNIQUE, 0, op, "%d CLOAK", i & PU_CLOAK ? 1 : 0);
1292 new_draw_info_format (NDI_UNIQUE, 0, op, "%d KEY", i & PU_KEY ? 1 : 0);
1293
1294 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MISSILEWEAPON", i & PU_MISSILEWEAPON ? 1 : 0);
1295 new_draw_info_format (NDI_UNIQUE, 0, op, "%d ALLWEAPON", i & PU_ALLWEAPON ? 1 : 0);
1296 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICAL", i & PU_MAGICAL ? 1 : 0);
1297 new_draw_info_format (NDI_UNIQUE, 0, op, "%d POTION", i & PU_POTION ? 1 : 0);
1298
1299 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SPELLBOOK", i & PU_SPELLBOOK ? 1 : 0);
1300 new_draw_info_format (NDI_UNIQUE, 0, op, "%d SKILLSCROLL", i & PU_SKILLSCROLL ? 1 : 0);
1301 new_draw_info_format (NDI_UNIQUE, 0, op, "%d READABLES", i & PU_READABLES ? 1 : 0);
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "%d MAGICDEVICE", i & PU_MAGIC_DEVICE ? 1 : 0);
1303
1304 new_draw_info_format (NDI_UNIQUE, 0, op, "%d NOT CURSED", i & PU_NOT_CURSED ? 1 : 0);
1305
1306 new_draw_info_format (NDI_UNIQUE, 0, op, "%d JEWELS", i & PU_JEWELS ? 1 : 0);
1307 new_draw_info_format (NDI_UNIQUE, 0, op, "%d FLESH", i & PU_FLESH ? 1 : 0);
1308
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "");
1310 }
1311
1312 int
1313 command_pickup (object *op, char *params)
1314 {
1315 uint32 i;
1316 static const char *names[] = {
1317 "debug", "inhibit", "stop", "food", "drink", "valuables", "bow", "arrow", "helmet",
1318 "shield", "armour", "boots", "gloves", "cloak", "key", "missile", "allweapon",
1319 "magical", "potion", "spellbook", "skillscroll", "readables", "magicdevice", "notcursed",
1320 "jewels", "flesh", NULL
1321 };
1322 static uint32 modes[] = {
1323 PU_DEBUG, PU_INHIBIT, PU_STOP, PU_FOOD, PU_DRINK, PU_VALUABLES, PU_BOW, PU_ARROW, PU_HELMET,
1324 PU_SHIELD, PU_ARMOUR, PU_BOOTS, PU_GLOVES, PU_CLOAK, PU_KEY, PU_MISSILEWEAPON, PU_ALLWEAPON,
1325 PU_MAGICAL, PU_POTION, PU_SPELLBOOK, PU_SKILLSCROLL, PU_READABLES, PU_MAGIC_DEVICE, PU_NOT_CURSED,
1326 PU_JEWELS, PU_FLESH, 0
1327 };
1328
1329 if (!params)
1330 {
1331 /* if the new mode is used, just print the settings */
1332 display_new_pickup (op);
1333 return 0;
1334 }
1335
1336 while (*params == ' ' && *params)
1337 params++;
1338
1339 if (*params == '+' || *params == '-')
1340 {
1341 int mode;
1342
1343 for (mode = 0; names[mode]; mode++)
1344 {
1345 if (!strcmp (names[mode], params + 1))
1346 {
1347 i = op->contr->mode;
1348
1349 if (*params == '+')
1350 i = i | modes[mode];
1351 else
1352 i = i & ~modes[mode];
1353
1354 op->contr->mode = i;
1355 display_new_pickup (op);
1356 return 1;
1357 }
1358 }
1359 new_draw_info_format (NDI_UNIQUE, 0, op, "Pickup: invalid item %s\n", params);
1360 return 1;
1361 }
1362
1363 if (sscanf (params, "%u", &i) != 1)
1364 {
1365 new_draw_info (NDI_UNIQUE, 0, op, "Usage: pickup <value_density> or [+-]type.");
1366 return 1;
1367 }
1368
1369 if (i <= PU_RATIO)
1370 i |= op->contr->mode & ~PU_RATIO;
1371
1372 op->contr->mode = i;
1373
1374 return 1;
1375 }
1376
1377 int
1378 command_search_items (object *op, char *params)
1379 {
1380 char buf[MAX_BUF];
1381
1382 if (params == NULL)
1383 {
1384 if (op->contr->search_str[0] == '\0')
1385 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "Example: search-items magic+1");
1387 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1388 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1389 return 1;
1390 }
1391
1392 op->contr->search_str[0] = '\0';
1393 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1394 op->update_stats ();
1395 return 1;
1396 }
1397
1398 if (strlen (params) >= MAX_BUF)
1399 {
1400 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1401 return 1;
1402 }
1403
1404 strcpy (op->contr->search_str, params);
1405 sprintf (buf, "Now searching for '%s'.", op->contr->search_str);
1406 new_draw_info (NDI_UNIQUE, 0, op, buf);
1407 op->update_stats ();
1408
1409 return 1;
1410 }
1411